<?xml version="1.0" encoding="UTF-8" ?> <class name="PhysicsDirectBodyState" inherits="Object" category="Core" version="3.1"> <brief_description> </brief_description> <description> </description> <tutorials> </tutorials> <demos> </demos> <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 constant force (i.e. acceleration). </description> </method> <method name="add_torque"> <return type="void"> </return> <argument index="0" name="torque" type="Vector3"> </argument> <description> Adds a constant rotational force (i.e. a motor) 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 ``apply_impulse(Vector3(0,0,0), impulse)``. </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> Apply a positioned impulse (which will be affected by the body mass and shape). This is the equivalent of hitting a billiard ball with a cue: a force that is applied once, and only once. Both the impulse and the position are in global coordinates, and the position is relative to 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 passed in vector. </description> </method> <method name="get_contact_collider" qualifiers="const"> <return type="RID"> </return> <argument index="0" name="contact_idx" type="int"> </argument> <description> </description> </method> <method name="get_contact_collider_id" qualifiers="const"> <return type="int"> </return> <argument index="0" name="contact_idx" type="int"> </argument> <description> </description> </method> <method name="get_contact_collider_object" qualifiers="const"> <return type="Object"> </return> <argument index="0" name="contact_idx" type="int"> </argument> <description> </description> </method> <method name="get_contact_collider_position" qualifiers="const"> <return type="Vector3"> </return> <argument index="0" name="contact_idx" type="int"> </argument> <description> </description> </method> <method name="get_contact_collider_shape" qualifiers="const"> <return type="int"> </return> <argument index="0" name="contact_idx" type="int"> </argument> <description> </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> </description> </method> <method name="get_contact_count" qualifiers="const"> <return type="int"> </return> <description> </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> </description> </method> <method name="get_contact_local_position" qualifiers="const"> <return type="Vector3"> </return> <argument index="0" name="contact_idx" type="int"> </argument> <description> </description> </method> <method name="get_contact_local_shape" qualifiers="const"> <return type="int"> </return> <argument index="0" name="contact_idx" type="int"> </argument> <description> </description> </method> <method name="get_space_state"> <return type="PhysicsDirectSpaceState"> </return> <description> </description> </method> <method name="integrate_forces"> <return type="void"> </return> <description> </description> </method> </methods> <members> <member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity"> The angular velocity of the body. </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 linear velocity of the body. </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"> [code]true[/code] if 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 transformation matrix of the body. </member> </members> <constants> </constants> </class>