PhysicsDirectBodyState
Inherits: Object PhysicsServer.
Description
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 RigidBody._integrate_forces.
Tutorials
- 物理介绍
- 发射射线
Properties
Methods
Property Descriptions
- Vector3 angular_velocity The body’s rotational velocity.
- 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 body’s linear velocity.
- Basis principal_inertia_axes
- bool sleeping
true, 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 body’s transformation matrix.
Method Descriptions
- add_central_force ( Vector3 force )
Adds a constant directional force without affecting rotation.
add_force(force, Vector3(0,0,0)).
- add_force ( Vector3 force, Vector3 position ) Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
- add_torque ( Vector3 torque ) Adds a constant rotational force without affecting position.
- apply_central_impulse ( Vector3 j )
Applies a single directional impulse without affecting rotation.
apply_impulse(Vector3(0, 0, 0), impulse).
- apply_impulse ( Vector3 position, Vector3 j ) 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.
- apply_torque_impulse ( Vector3 j )
jpassed as parameter.
- RID get_contact_collider ( int contact_idx ) const RID.
- int get_contact_collider_id ( int contact_idx ) const Returns the collider’s object id.
- Object get_contact_collider_object ( int contact_idx ) const Returns the collider object.
- Vector3 get_contact_collider_position ( int contact_idx ) const Returns the contact position in the collider.
- int get_contact_collider_shape ( int contact_idx ) const Returns the collider’s shape index.
- Vector3 get_contact_collider_velocity_at_position ( int contact_idx ) const Returns the linear velocity vector at the collider’s contact point.
- int get_contact_count ( ) const Returns the number of contacts this body has with other bodies. Note: By default, this returns 0 unless bodies are configured to monitor contacts. See RigidBody.contact_monitor.
- float get_contact_impulse ( int contact_idx ) const Impulse created by the contact. Only implemented for Bullet physics.
- Vector3 get_contact_local_normal ( int contact_idx ) const Returns the local normal at the contact point.
- Vector3 get_contact_local_position ( int contact_idx ) const Returns the local position of the contact point.
- int get_contact_local_shape ( int contact_idx ) const Returns the local shape index of the collision.
- PhysicsDirectSpaceState get_space_state ( ) Returns the current state of the space, useful for queries.
- Vector3 get_velocity_at_local_position ( Vector3 local_position ) const Returns the body’s velocity at the given relative position, including both translation and rotation.
- integrate_forces ( ) Calls the built-in force integration code.
