2017-09-12 20:42:36 +00:00
<?xml version="1.0" encoding="UTF-8" ?>
2019-04-25 12:00:31 +00:00
<class name= "PhysicsDirectBodyState" inherits= "Object" category= "Core" version= "3.1.1" >
2017-09-12 20:42:36 +00:00
<brief_description >
2019-03-26 04:20:52 +00:00
Direct access object to a physics body in the [PhysicsServer].
2017-09-12 20:42:36 +00:00
</brief_description>
<description >
2019-03-26 04:20:52 +00:00
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 [method RigidBody._integrate_forces].
2017-09-12 20:42:36 +00:00
</description>
<tutorials >
</tutorials>
2019-04-19 09:03:46 +00:00
<methods >
2018-02-25 06:19:42 +00:00
<method name= "add_central_force" >
<return type= "void" >
</return>
<argument index= "0" name= "force" type= "Vector3" >
</argument>
<description >
2018-08-29 22:44:24 +00:00
Adds a constant directional force without affecting rotation.
This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code].
2018-02-25 06:19:42 +00:00
</description>
</method>
2017-09-12 20:42:36 +00:00
<method name= "add_force" >
<return type= "void" >
</return>
<argument index= "0" name= "force" type= "Vector3" >
</argument>
2017-09-10 13:37:49 +00:00
<argument index= "1" name= "position" type= "Vector3" >
2017-09-12 20:42:36 +00:00
</argument>
<description >
2019-03-26 04:20:52 +00:00
Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
2017-09-12 20:42:36 +00:00
</description>
</method>
2018-02-25 06:19:42 +00:00
<method name= "add_torque" >
<return type= "void" >
</return>
<argument index= "0" name= "torque" type= "Vector3" >
</argument>
<description >
2019-03-26 04:20:52 +00:00
Adds a constant rotational force without affecting position.
2018-02-25 06:19:42 +00:00
</description>
</method>
2018-07-26 09:56:21 +00:00
<method name= "apply_central_impulse" >
<return type= "void" >
</return>
<argument index= "0" name= "j" type= "Vector3" >
</argument>
<description >
2018-08-29 22:44:24 +00:00
Applies a single directional impulse without affecting rotation.
2018-12-27 10:10:09 +00:00
This is equivalent to [code]apply_impulse(Vector3(0, 0, 0), impulse)[/code].
2018-07-26 09:56:21 +00:00
</description>
</method>
2017-09-12 20:42:36 +00:00
<method name= "apply_impulse" >
<return type= "void" >
</return>
2017-09-10 13:37:49 +00:00
<argument index= "0" name= "position" type= "Vector3" >
2017-09-12 20:42:36 +00:00
</argument>
<argument index= "1" name= "j" type= "Vector3" >
</argument>
<description >
2019-01-29 12:05:20 +00:00
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.
2017-09-12 20:42:36 +00:00
</description>
</method>
2018-02-27 12:41:27 +00:00
<method name= "apply_torque_impulse" >
2017-09-12 20:42:36 +00:00
<return type= "void" >
</return>
<argument index= "0" name= "j" type= "Vector3" >
</argument>
<description >
2018-08-29 22:44:24 +00:00
Apply a torque impulse (which will be affected by the body mass and shape). This will rotate the body around the passed in vector.
2017-09-12 20:42:36 +00:00
</description>
</method>
<method name= "get_contact_collider" qualifiers= "const" >
<return type= "RID" >
</return>
<argument index= "0" name= "contact_idx" type= "int" >
</argument>
<description >
2019-03-26 04:20:52 +00:00
Returns the collider's [RID].
2017-09-12 20:42:36 +00:00
</description>
</method>
<method name= "get_contact_collider_id" qualifiers= "const" >
<return type= "int" >
</return>
<argument index= "0" name= "contact_idx" type= "int" >
</argument>
<description >
2019-03-26 04:20:52 +00:00
Returns the collider's object id.
2017-09-12 20:42:36 +00:00
</description>
</method>
<method name= "get_contact_collider_object" qualifiers= "const" >
<return type= "Object" >
</return>
<argument index= "0" name= "contact_idx" type= "int" >
</argument>
<description >
2019-03-26 04:20:52 +00:00
Returns the collider object.
2017-09-12 20:42:36 +00:00
</description>
</method>
2017-09-10 13:37:49 +00:00
<method name= "get_contact_collider_position" qualifiers= "const" >
2017-09-12 20:42:36 +00:00
<return type= "Vector3" >
</return>
<argument index= "0" name= "contact_idx" type= "int" >
</argument>
<description >
2019-03-26 04:20:52 +00:00
Returns the contact position in the collider.
2017-09-12 20:42:36 +00:00
</description>
</method>
<method name= "get_contact_collider_shape" qualifiers= "const" >
<return type= "int" >
</return>
<argument index= "0" name= "contact_idx" type= "int" >
</argument>
<description >
2019-03-26 04:20:52 +00:00
Returns the collider's shape index.
2017-09-12 20:42:36 +00:00
</description>
</method>
2017-09-10 13:37:49 +00:00
<method name= "get_contact_collider_velocity_at_position" qualifiers= "const" >
2017-09-12 20:42:36 +00:00
<return type= "Vector3" >
</return>
<argument index= "0" name= "contact_idx" type= "int" >
</argument>
<description >
2019-03-26 04:20:52 +00:00
Returns the linear velocity vector at the collider's contact point.
2017-09-12 20:42:36 +00:00
</description>
</method>
<method name= "get_contact_count" qualifiers= "const" >
<return type= "int" >
</return>
<description >
2019-03-26 04:20:52 +00:00
Returns the number of contacts this body has with other bodies. Note that by default this returns 0 unless bodies are configured to log contacts. See [member RigidBody.contact_monitor].
2017-09-12 20:42:36 +00:00
</description>
</method>
2018-01-12 21:27:45 +00:00
<method name= "get_contact_impulse" qualifiers= "const" >
<return type= "float" >
</return>
<argument index= "0" name= "contact_idx" type= "int" >
</argument>
<description >
2018-08-20 22:35:30 +00:00
Impulse created by the contact. Only implemented for Bullet physics.
2018-01-12 21:27:45 +00:00
</description>
</method>
2017-09-12 20:42:36 +00:00
<method name= "get_contact_local_normal" qualifiers= "const" >
<return type= "Vector3" >
</return>
<argument index= "0" name= "contact_idx" type= "int" >
</argument>
<description >
2019-03-26 04:20:52 +00:00
Returns the local normal at the contact point.
2017-09-12 20:42:36 +00:00
</description>
</method>
2017-09-10 13:37:49 +00:00
<method name= "get_contact_local_position" qualifiers= "const" >
2017-09-12 20:42:36 +00:00
<return type= "Vector3" >
</return>
<argument index= "0" name= "contact_idx" type= "int" >
</argument>
<description >
2019-03-26 04:20:52 +00:00
Returns the local position of the contact point.
2017-09-12 20:42:36 +00:00
</description>
</method>
<method name= "get_contact_local_shape" qualifiers= "const" >
<return type= "int" >
</return>
<argument index= "0" name= "contact_idx" type= "int" >
</argument>
<description >
2019-03-26 04:20:52 +00:00
Returns the local shape index of the collision.
2017-09-12 20:42:36 +00:00
</description>
</method>
<method name= "get_space_state" >
<return type= "PhysicsDirectSpaceState" >
</return>
<description >
2019-03-26 04:20:52 +00:00
Returns the current state of the space, useful for queries.
2017-09-12 20:42:36 +00:00
</description>
</method>
<method name= "integrate_forces" >
<return type= "void" >
</return>
<description >
2019-03-26 04:20:52 +00:00
Calls the built-in force integration code.
2017-09-12 20:42:36 +00:00
</description>
</method>
</methods>
2018-01-11 22:38:35 +00:00
<members >
<member name= "angular_velocity" type= "Vector3" setter= "set_angular_velocity" getter= "get_angular_velocity" >
2019-03-26 04:20:52 +00:00
The body's rotational velocity.
2018-01-11 22:38:35 +00:00
</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" >
2019-03-26 04:20:52 +00:00
The body's linear velocity.
2018-01-11 22:38:35 +00:00
</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" >
2019-03-26 04:20:52 +00:00
If [code]true[/code], this body is currently sleeping (not active).
2018-01-11 22:38:35 +00:00
</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" >
2019-03-26 04:20:52 +00:00
The body's transformation matrix.
2018-01-11 22:38:35 +00:00
</member>
</members>
2017-09-12 20:42:36 +00:00
<constants >
</constants>
</class>