RigidBody

    Inherited By:

    Category: Core

    Physics Body whose position is determined through physics simulation in 3D space.

    Properties

    Methods

    void_integrate_forces ( state ) virtual
    voidadd_central_force ( force )
    voidadd_force ( force, Vector3 position )
    void ( Vector3 torque )
    void ( Vector3 impulse )
    void ( Vector3 position, impulse )
    voidapply_torque_impulse ( impulse )
    Array ( ) const
    voidset_axis_velocity ( axis_velocity )
    • body_entered ( Node body )

    Emitted when a body enters into contact with this one. Contact monitor and contacts reported must be enabled for this to work.


    • body_exited ( body )

    Emitted when a body shape exits contact with this one. Contact monitor and contacts reported must be enabled for this to work.


    • body_shape_entered ( int body_id, body, int body_shape, local_shape )

    Emitted when a body enters into contact with this one. Contact monitor and contacts reported must be enabled for this to work.

    This signal not only receives the body that collided with this one, but also its RID (body_id), the shape index from the colliding body (body_shape), and the shape index from this body (local_shape) the other body collided with.


    • body_shape_exited ( body_id, Node body, body_shape, int local_shape )

    Emitted when a body shape exits contact with this one. Contact monitor and contacts reported must be enabled for this to work.

    This signal not only receives the body that stopped colliding with this one, but also its (body_id), the shape index from the colliding body (body_shape), and the shape index from this body (local_shape) the other body stopped colliding with.


    • sleeping_state_changed ( )

    Emitted when the body changes its sleeping state. Either by sleeping or waking up.

    Enumerations

    enum Mode:

    • MODE_RIGID = 0 — Rigid body mode. This is the “natural” state of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code.
    • MODE_STATIC = 1 — Static mode. The body behaves like a StaticBody, and can only move by user code.
    • MODE_KINEMATIC = 3 — Kinematic body mode. The body behaves like a , and can only move by user code.

    Description

    This is the node that implements full 3D physics. This means that you do not control a RigidBody directly. Instead you can apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, collision, bouncing, rotating, etc.

    A RigidBody has 4 behavior modes: Rigid, Static, Character, and Kinematic.

    Note: Don’t change a RigidBody’s position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop will yield strange behavior. If you need to directly affect the body’s state, use , which allows you to directly access the physics state.

    If you need to override the default physics behavior, you can write a custom force integration. See custom_integrator.

    Property Descriptions

    Setterset_angular_damp(value)
    Getterget_angular_damp()

    • angular_velocity
    Setterset_angular_velocity(value)
    Getterget_angular_velocity()

    RigidBody’s rotational velocity.


    • bool axis_lock_angular_x
    Setterset_axis_lock(value)
    Getterget_axis_lock()

    Lock the body’s rotation in the x-axis.


    • axis_lock_angular_y
    Setterset_axis_lock(value)
    Getterget_axis_lock()

    Lock the body’s rotation in the y-axis.


    • bool axis_lock_angular_z
    Setterset_axis_lock(value)
    Getterget_axis_lock()

    Lock the body’s rotation in the z-axis.


    • axis_lock_linear_x
    Setterset_axis_lock(value)
    Getterget_axis_lock()

    Lock the body’s movement in the x-axis.


    • bool axis_lock_linear_y

    Lock the body’s movement in the y-axis.


    • axis_lock_linear_z
    Setterset_axis_lock(value)
    Getterget_axis_lock()

    Lock the body’s movement in the z-axis.


    Setterset_bounce(value)
    Getterget_bounce()

    RigidBody’s bounciness.


    • can_sleep
    Setterset_can_sleep(value)
    Getteris_able_to_sleep()

    If , the RigidBody will not calculate forces and will act as a static body while there is no movement. It will wake up when forces are applied through other collisions or when the apply_impulse method is used.


    • bool contact_monitor
    Setterset_contact_monitor(value)
    Getteris_contact_monitor_enabled()

    If true, the RigidBody will emit signals when it collides with another RigidBody.


    • contacts_reported
    Setterset_max_contacts_reported(value)
    Getterget_max_contacts_reported()

    The maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0.


    Setterset_use_continuous_collision_detection(value)
    Getteris_using_continuous_collision_detection()

    If , continuous collision detection is used.

    Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. Continuous collision detection is more precise, and misses less impacts by small, fast-moving objects. Not using continuous collision detection is faster to compute, but can miss small, fast-moving objects.


    • custom_integrator
    Setterset_use_custom_integrator(value)
    Getteris_using_custom_integrator()

    If true, internal force integration will be disabled (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the _integrate_forces function, if defined.


    The body’s friction, from 0 (frictionless) to 1 (max friction).


    • gravity_scale
    Setterset_gravity_scale(value)
    Getterget_gravity_scale()

    Setterset_linear_damp(value)
    Getterget_linear_damp()

    The body’s linear damp. Default value: -1, cannot be less than -1. If this value is different from -1, any linear damp derived from the world or areas will be overridden.


    • linear_velocity
    Setterset_linear_velocity(value)
    Getterget_linear_velocity()

    The body’s linear velocity. Can be used sporadically, but DON’T SET THIS IN EVERY FRAME, because physics may run in another thread and runs at a different granularity. Use _integrate_forces as your process loop for precise control of the body state.


    • mass
    Setterset_mass(value)
    Getterget_mass()

    The body’s mass.


    Setterset_mode(value)
    Getterget_mode()

    The body mode from the MODE_* enum. Modes include: MODE_STATIC, MODE_KINEMATIC, MODE_RIGID, and MODE_CHARACTER.


    • physics_material_override
    Setterset_physics_material_override(value)
    Getterget_physics_material_override()

    Setterset_sleeping(value)
    Getteris_sleeping()

    If true, the body is sleeping and will not calculate forces until woken up by a collision or the method.


    • weight

    The body’s weight based on its mass and the global 3D gravity. Global values are set in “Project > Project Settings > Physics > 3d”.

    Method Descriptions

    Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default, it works in addition to the usual physics behavior, but the property allows you to disable the default behavior and do fully custom force integration for a body.


    • void add_central_force ( Vector3 force )

    Adds a constant directional force without affecting rotation.

    This is equivalent to add_force(force, Vector3(0,0,0)).


    • void add_force ( force, Vector3 position )

    Adds a constant force (i.e. acceleration).


    • void add_torque ( torque )

    Adds a constant rotational force (i.e. a motor) without affecting position.


    • void apply_central_impulse ( Vector3 impulse )

    Applies a directional impulse without affecting rotation.

    This is equivalent to apply_impulse(Vector3(0,0,0), impulse).


    • void apply_impulse ( position, Vector3 impulse )

    Applies a positioned impulse to the body. An impulse is time independent! Applying an impulse every frame would result in a framerate dependent force. For this reason it should only be used when simulating one-time impacts. The position uses the rotation of the global coordinate system, but is centered at the object’s origin.


    • void apply_torque_impulse ( impulse )

    Applies a torque impulse which will be affected by the body mass and shape. This will rotate the body around the passed in vector.


    • Array get_colliding_bodies ( ) const

    Sets an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.