PhysicsDirectBodyState

    Direct access object to a physics body in the .

    Provides direct access to a physics body in the PhysicsServer, allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See .

    voidadd_central_force ( force )
    voidadd_force ( force, Vector3 position )
    void ( Vector3 torque )
    void ( Vector3 j )
    void ( Vector3 position, j )
    voidapply_torque_impulse ( j )
    RID ( int contact_idx ) const
    get_contact_collider_id ( contact_idx ) const
    Object ( int contact_idx ) const
    get_contact_collider_position ( contact_idx ) const
    int ( int contact_idx ) const
    get_contact_collider_velocity_at_position ( contact_idx ) const
    int ( ) const
    float ( int contact_idx ) const
    get_contact_local_normal ( contact_idx ) const
    Vector3 ( int contact_idx ) const
    get_contact_local_shape ( contact_idx ) const
    PhysicsDirectSpaceState ( )
    voidintegrate_forces ( )
    • angular_velocity
    Setterset_angular_velocity(value)
    Getterget_angular_velocity()

    The body’s rotational velocity.


    Getterget_center_of_mass()

    • inverse_inertia

    The inverse of the inertia of the body.


    Getterget_inverse_mass()

    The inverse of the mass of the body.


    • linear_velocity
    Setterset_linear_velocity(value)
    Getterget_linear_velocity()

    The body’s linear velocity.


    • Basis principal_inertia_axes
    Getterget_principal_inertia_axes()

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


    • step
    Getterget_step()

    The timestep (delta) used for the simulation.


    • float total_angular_damp
    Getterget_total_angular_damp()

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


    • total_gravity
    Getterget_total_gravity()

    The total gravity vector being currently applied to this body.



    • transform
    Setterset_transform(value)
    Getterget_transform()

    The body’s transformation matrix.

    • void add_central_force ( Vector3 force )

    Adds a constant directional force without affecting rotation.

    This is equivalent to .


    • void add_force ( force, Vector3 position )

    Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.


    • void add_torque ( torque )

    Adds a constant rotational force without affecting position.


    • void apply_central_impulse ( Vector3 j )

    Applies a single directional impulse without affecting rotation.

    This is equivalent to .


    • void apply_impulse ( position, Vector3 j )

    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 ( j )

    Apply a torque impulse (which will be affected by the body mass and shape). This will rotate the body around the vector passed as parameter.


    Returns the collider’s RID.


    • get_contact_collider_id ( int contact_idx ) const

    • get_contact_collider_object ( int contact_idx ) const

    Returns the collider object.


    • get_contact_collider_position ( int contact_idx ) const

    Returns the contact position in the collider.


    • get_contact_collider_shape ( int contact_idx ) const

    Returns the collider’s shape index.


    • get_contact_collider_velocity_at_position ( int contact_idx ) const

    Returns the linear velocity vector at the collider’s contact point.


    • get_contact_count ( ) const

    Returns the number of contacts this body has with other bodies.

    Note: By default, this returns 0 unless bodies are configured to monitor contacts. See RigidBody.contact_monitor.


    • get_contact_impulse ( int contact_idx ) const

    Impulse created by the contact. Only implemented for Bullet physics.


    • get_contact_local_normal ( int contact_idx ) const

    Returns the local normal at the contact point.


    • get_contact_local_position ( int contact_idx ) const

    Returns the local position of the contact point.


    • get_contact_local_shape ( int contact_idx ) const

    Returns the local shape index of the collision.


    • get_space_state ( )

    Calls the built-in force integration code.