Up to date

This page is up to date for Godot 4.2. If you still find outdated information, please open an issue.

PhysicsDirectBodyState3D

Inherits: Object

Inherited By: PhysicsDirectBodyState3DExtension

Provides direct access to a physics body in the PhysicsServer3D.

Description

Provides direct access to a physics body in the PhysicsServer3D, allowing safe changes to physics properties. This object is passed via the direct state callback of RigidBody3D, and is intended for changing the direct state of that body. See RigidBody3D._integrate_forces.

Tutorials

Properties

Vector3

angular_velocity

Vector3

center_of_mass

Vector3

center_of_mass_local

Vector3

inverse_inertia

Basis

inverse_inertia_tensor

float

inverse_mass

Vector3

linear_velocity

Basis

principal_inertia_axes

bool

sleeping

float

step

float

total_angular_damp

Vector3

total_gravity

float

total_linear_damp

Transform3D

transform

Methods

void

add_constant_central_force ( Vector3 force=Vector3(0, 0, 0) )

void

add_constant_force ( Vector3 force, Vector3 position=Vector3(0, 0, 0) )

void

add_constant_torque ( Vector3 torque )

void

apply_central_force ( Vector3 force=Vector3(0, 0, 0) )

void

apply_central_impulse ( Vector3 impulse=Vector3(0, 0, 0) )

void

apply_force ( Vector3 force, Vector3 position=Vector3(0, 0, 0) )

void

apply_impulse ( Vector3 impulse, Vector3 position=Vector3(0, 0, 0) )

void

apply_torque ( Vector3 torque )

void

apply_torque_impulse ( Vector3 impulse )

Vector3

get_constant_force ( ) const

Vector3

get_constant_torque ( ) const

RID

get_contact_collider ( int contact_idx ) const

int

get_contact_collider_id ( int contact_idx ) const

Object

get_contact_collider_object ( int contact_idx ) const

Vector3

get_contact_collider_position ( int contact_idx ) const

int

get_contact_collider_shape ( int contact_idx ) const

Vector3

get_contact_collider_velocity_at_position ( int contact_idx ) const

int

get_contact_count ( ) const

Vector3

get_contact_impulse ( int contact_idx ) const

Vector3

get_contact_local_normal ( int contact_idx ) const

Vector3

get_contact_local_position ( int contact_idx ) const

int

get_contact_local_shape ( int contact_idx ) const

Vector3

get_contact_local_velocity_at_position ( int contact_idx ) const

PhysicsDirectSpaceState3D

get_space_state ( )

Vector3

get_velocity_at_local_position ( Vector3 local_position ) const

void

integrate_forces ( )

void

set_constant_force ( Vector3 force )

void

set_constant_torque ( Vector3 torque )


Property Descriptions

Vector3 angular_velocity

  • void set_angular_velocity ( Vector3 value )

  • Vector3 get_angular_velocity ( )

The body's rotational velocity in radians per second.


Vector3 center_of_mass

The body's center of mass position relative to the body's center in the global coordinate system.


Vector3 center_of_mass_local

  • Vector3 get_center_of_mass_local ( )

The body's center of mass position in the body's local coordinate system.


Vector3 inverse_inertia

The inverse of the inertia of the body.


Basis inverse_inertia_tensor

  • Basis get_inverse_inertia_tensor ( )

The inverse of the inertia tensor of the body.


float inverse_mass

  • float get_inverse_mass ( )

The inverse of the mass of the body.


Vector3 linear_velocity

  • void set_linear_velocity ( Vector3 value )

  • Vector3 get_linear_velocity ( )

The body's linear velocity in units per second.


Basis principal_inertia_axes

  • Basis get_principal_inertia_axes ( )

There is currently no description for this property. Please help us by contributing one!


bool sleeping

  • void set_sleep_state ( bool value )

  • bool is_sleeping ( )

If true, this body is currently sleeping (not active).


float step

The timestep (delta) used for the simulation.


float total_angular_damp

  • float get_total_angular_damp ( )

The rate at which the body stops rotating, if there are not any other forces moving it.


Vector3 total_gravity