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/Godot 3.0

PhysicsDirectBodyState

Inherits: Object

Inherited By: BulletPhysicsDirectBodyState

Category: Core

Brief Description

Member Functions

void add_force ( Vector3 force, Vector3 position )
void apply_impulse ( Vector3 position, Vector3 j )
void apply_torqe_impulse ( Vector3 j )
void apply_torque_impulse ( Vector3 j )
RID get_contact_collider ( int contact_idx ) const
int get_contact_collider_id ( int contact_idx ) const
Object get_contact_collider_object ( int contact_idx ) const
Vector3 get_contact_collider_position ( int contact_idx ) const
int get_contact_collider_shape ( int contact_idx ) const
Vector3 get_contact_collider_velocity_at_position ( int contact_idx ) const
int get_contact_count ( ) const
Vector3 get_contact_local_normal ( int contact_idx ) const
Vector3 get_contact_local_position ( int contact_idx ) const
int get_contact_local_shape ( int contact_idx ) const
PhysicsDirectSpaceState get_space_state ( )
void integrate_forces ( )

Member Variables

  • Vector3 angular_velocity - The angular velocity of the body.
  • Vector3 center_of_mass
  • Vector3 inverse_inertia - The inverse of the inertia of the body.
  • float inverse_mass - The inverse of the mass of the body.
  • Vector3 linear_velocity - The linear velocity of the body.
  • Basis principal_inertia_axes
  • bool sleeping - true if this body is currently sleeping (not active).
  • float step - The timestep (delta) used for the simulation.
  • float total_angular_damp - The rate at which the body stops rotating, if there are not any other forces moving it.
  • Vector3 total_gravity - The total gravity vector being currently applied to this body.
  • float total_linear_damp - The rate at which the body stops moving, if there are not any other forces moving it.
  • Transform transform - The transformation matrix of the body.

Member Function Description

void add_force ( Vector3 force, Vector3 position )

void apply_impulse ( Vector3 position, Vector3 j )

void apply_torqe_impulse ( Vector3 j )

This method is deprecated. Please use apply_torque_impulse instead.

void apply_torque_impulse ( Vector3 j )

RID get_contact_collider ( int contact_idx ) const

int get_contact_collider_id ( int contact_idx ) const

Object get_contact_collider_object ( int contact_idx ) const

Vector3 get_contact_collider_position ( int contact_idx ) const

int get_contact_collider_shape ( int contact_idx ) const

Vector3 get_contact_collider_velocity_at_position ( int contact_idx ) const

int get_contact_count ( ) const

Vector3 get_contact_local_normal ( int contact_idx ) const

Vector3 get_contact_local_position ( int contact_idx ) const

int get_contact_local_shape ( int contact_idx ) const

PhysicsDirectSpaceState get_space_state ( )

void integrate_forces ( )

© 2014–2018 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
http://docs.godotengine.org/en/3.0/classes/class_physicsdirectbodystate.html