Struct PhysicsDirectBodyState
Direct access object to a physics body in the PhysicsServer
.
struct PhysicsDirectBodyState
;
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 RigidBody
.
Properties
Name | Type | Description |
---|---|---|
angularVelocity [get, set]
|
Vector3 | The body's rotational velocity. |
centerOfMass [get]
|
Vector3 | |
inverseInertia [get]
|
Vector3 | The inverse of the inertia of the body. |
inverseMass [get]
|
double | The inverse of the mass of the body. |
linearVelocity [get, set]
|
Vector3 | The body's linear velocity. |
principalInertiaAxes [get]
|
Basis | |
sleeping [get, set]
|
bool | If true , this body is currently sleeping (not active).
|
step [get]
|
double | The timestep (delta) used for the simulation. |
totalAngularDamp [get]
|
double | The rate at which the body stops rotating, if there are not any other forces moving it. |
totalGravity [get]
|
Vector3 | The total gravity vector being currently applied to this body. |
totalLinearDamp [get]
|
double | The rate at which the body stops moving, if there are not any other forces moving it. |
transform [get, set]
|
Transform | The body's transformation matrix. |
Methods
Name | Description |
---|---|
addCentralForce
|
Adds a constant directional force without affecting rotation.
This is equivalent to add_force(force, Vector3(0,0,0)) .
|
addForce
|
Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates. |
addTorque
|
Adds a constant rotational force without affecting position. |
applyCentralImpulse
|
Applies a single directional impulse without affecting rotation.
This is equivalent to apply_impulse(Vector3(0, 0, 0), impulse) .
|
applyImpulse
|
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. |
applyTorqueImpulse
|
Apply a torque impulse (which will be affected by the body mass and shape). This will rotate the body around the vector j passed as parameter.
|
getAngularVelocity
|
|
getCenterOfMass
|
|
getContactCollider
|
Returns the collider's RID .
|
getContactColliderId
|
Returns the collider's object id. |
getContactColliderObject
|
Returns the collider object. |
getContactColliderPosition
|
Returns the contact position in the collider. |
getContactColliderShape
|
Returns the collider's shape index. |
getContactColliderVelocityAtPosition
|
Returns the linear velocity vector at the collider's contact point. |
getContactCount
|
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 .
|
getContactImpulse
|
Impulse created by the contact. Only implemented for Bullet physics. |
getContactLocalNormal
|
Returns the local normal at the contact point. |
getContactLocalPosition
|
Returns the local position of the contact point. |
getContactLocalShape
|
Returns the local shape index of the collision. |
getInverseInertia
|
|
getInverseMass
|
|
getLinearVelocity
|
|
getPrincipalInertiaAxes
|
|
getSpaceState
|
Returns the current state of the space, useful for queries. |
getStep
|
|
getTotalAngularDamp
|
|
getTotalGravity
|
|
getTotalLinearDamp
|
|
getTransform
|
|
integrateForces
|
Calls the built-in force integration code. |
isSleeping
|
|
setAngularVelocity
|
|
setLinearVelocity
|
|
setSleepState
|
|
setTransform
|