<?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 dynamic 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" default="Vector3( 0, 0, 0 )"> </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" default="Vector3( 0, 0, 0 )"> </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="impulse" type="Vector3" default="Vector3( 0, 0, 0 )"> </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="impulse" type="Vector3"> </argument> <argument index="1" name="position" type="Vector3" default="Vector3( 0, 0, 0 )"> </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="impulse" 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="Transform3D" setter="set_transform" getter="get_transform"> The body's transformation matrix. </member> </members> <constants> </constants> </class>