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Diffstat (limited to 'doc/classes/PhysicsDirectBodyState3D.xml')
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diff --git a/doc/classes/PhysicsDirectBodyState3D.xml b/doc/classes/PhysicsDirectBodyState3D.xml new file mode 100644 index 0000000000..1ee520fe5f --- /dev/null +++ b/doc/classes/PhysicsDirectBodyState3D.xml @@ -0,0 +1,223 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="PhysicsDirectBodyState3D" inherits="Object" version="4.0"> + <brief_description> + Direct access object to a physics body in the [PhysicsServer3D]. + </brief_description> + <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 rigid/character bodies, and is intended for changing the direct state of that body. See [method RigidBody3D._integrate_forces]. + </description> + <tutorials> + </tutorials> + <methods> + <method name="add_central_force"> + <return type="void"> + </return> + <argument index="0" name="force" type="Vector3"> + </argument> + <description> + Adds a constant directional force without affecting rotation. + This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code]. + </description> + </method> + <method name="add_force"> + <return type="void"> + </return> + <argument index="0" name="force" type="Vector3"> + </argument> + <argument index="1" name="position" type="Vector3"> + </argument> + <description> + Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates. + </description> + </method> + <method name="add_torque"> + <return type="void"> + </return> + <argument index="0" name="torque" type="Vector3"> + </argument> + <description> + Adds a constant rotational force without affecting position. + </description> + </method> + <method name="apply_central_impulse"> + <return type="void"> + </return> + <argument index="0" name="j" type="Vector3"> + </argument> + <description> + Applies a single directional impulse without affecting rotation. + This is equivalent to [code]apply_impulse(Vector3(0, 0, 0), impulse)[/code]. + </description> + </method> + <method name="apply_impulse"> + <return type="void"> + </return> + <argument index="0" name="position" type="Vector3"> + </argument> + <argument index="1" name="j" type="Vector3"> + </argument> + <description> + 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. + </description> + </method> + <method name="apply_torque_impulse"> + <return type="void"> + </return> + <argument index="0" name="j" type="Vector3"> + </argument> + <description> + Apply a torque impulse (which will be affected by the body mass and shape). This will rotate the body around the vector [code]j[/code] passed as parameter. + </description> + </method> + <method name="get_contact_collider" qualifiers="const"> + <return type="RID"> + </return> + <argument index="0" name="contact_idx" type="int"> + </argument> + <description> + Returns the collider's [RID]. + </description> + </method> + <method name="get_contact_collider_id" qualifiers="const"> + <return type="int"> + </return> + <argument index="0" name="contact_idx" type="int"> + </argument> + <description> + Returns the collider's object id. + </description> + </method> + <method name="get_contact_collider_object" qualifiers="const"> + <return type="Object"> + </return> + <argument index="0" name="contact_idx" type="int"> + </argument> + <description> + Returns the collider object. + </description> + </method> + <method name="get_contact_collider_position" qualifiers="const"> + <return type="Vector3"> + </return> + <argument index="0" name="contact_idx" type="int"> + </argument> + <description> + Returns the contact position in the collider. + </description> + </method> + <method name="get_contact_collider_shape" qualifiers="const"> + <return type="int"> + </return> + <argument index="0" name="contact_idx" type="int"> + </argument> + <description> + Returns the collider's shape index. + </description> + </method> + <method name="get_contact_collider_velocity_at_position" qualifiers="const"> + <return type="Vector3"> + </return> + <argument index="0" name="contact_idx" type="int"> + </argument> + <description> + Returns the linear velocity vector at the collider's contact point. + </description> + </method> + <method name="get_contact_count" qualifiers="const"> + <return type="int"> + </return> + <description> + Returns the number of contacts this body has with other bodies. + [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidBody3D.contact_monitor]. + </description> + </method> + <method name="get_contact_impulse" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="contact_idx" type="int"> + </argument> + <description> + Impulse created by the contact. Only implemented for Bullet physics. + </description> + </method> + <method name="get_contact_local_normal" qualifiers="const"> + <return type="Vector3"> + </return> + <argument index="0" name="contact_idx" type="int"> + </argument> + <description> + Returns the local normal at the contact point. + </description> + </method> + <method name="get_contact_local_position" qualifiers="const"> + <return type="Vector3"> + </return> + <argument index="0" name="contact_idx" type="int"> + </argument> + <description> + Returns the local position of the contact point. + </description> + </method> + <method name="get_contact_local_shape" qualifiers="const"> + <return type="int"> + </return> + <argument index="0" name="contact_idx" type="int"> + </argument> + <description> + Returns the local shape index of the collision. + </description> + </method> + <method name="get_space_state"> + <return type="PhysicsDirectSpaceState3D"> + </return> + <description> + Returns the current state of the space, useful for queries. + </description> + </method> + <method name="integrate_forces"> + <return type="void"> + </return> + <description> + Calls the built-in force integration code. + </description> + </method> + </methods> + <members> + <member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity"> + The body's rotational velocity. + </member> + <member name="center_of_mass" type="Vector3" setter="" getter="get_center_of_mass"> + </member> + <member name="inverse_inertia" type="Vector3" setter="" getter="get_inverse_inertia"> + The inverse of the inertia of the body. + </member> + <member name="inverse_mass" type="float" setter="" getter="get_inverse_mass"> + The inverse of the mass of the body. + </member> + <member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity"> + The body's linear velocity. + </member> + <member name="principal_inertia_axes" type="Basis" setter="" getter="get_principal_inertia_axes"> + </member> + <member name="sleeping" type="bool" setter="set_sleep_state" getter="is_sleeping"> + If [code]true[/code], this body is currently sleeping (not active). + </member> + <member name="step" type="float" setter="" getter="get_step"> + The timestep (delta) used for the simulation. + </member> + <member name="total_angular_damp" type="float" setter="" getter="get_total_angular_damp"> + The rate at which the body stops rotating, if there are not any other forces moving it. + </member> + <member name="total_gravity" type="Vector3" setter="" getter="get_total_gravity"> + The total gravity vector being currently applied to this body. + </member> + <member name="total_linear_damp" type="float" setter="" getter="get_total_linear_damp"> + The rate at which the body stops moving, if there are not any other forces moving it. + </member> + <member name="transform" type="Transform" setter="set_transform" getter="get_transform"> + The body's transformation matrix. + </member> + </members> + <constants> + </constants> +</class> |