RigidBody
Inherits: PhysicsBody < CollisionObject < Spatial < Node < Object Inherited By: VehicleBody Physics Body whose position is determined through physics simulation in 3D space.
Description
This is the node that implements full 3D physics. This means that you do not control a RigidBody directly. Instead, you can apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, collision, bouncing, rotating, etc. modes: Rigid, Static, Character, and Kinematic. Note: Don’t change a RigidBody’s position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed Hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop may result in strange behavior. If you need to directly affect the body’s state, use _integrate_forces, which allows you to directly access the physics state. custom_integrator. CollisionShape centers.
Tutorials
- Physics introduction
- 3D Truck Town Demo
- 3D Physics Tests Demo
Properties
Methods
Signals
- body_entered ( Node body )
PhysicsBody or GridMap occurs. Requires contact_monitor to be set to
trueand contacts_reported to be set high enough to detect all the collisions. GridMaps are detected if the MeshLibrary has Collision Shapes.bodythe Node, if it exists in the tree, of the other PhysicsBody or GridMap.
- body_exited ( Node body )
PhysicsBody or GridMap ends. Requires contact_monitor to be set to
trueand contacts_reported to be set high enough to detect all the collisions. GridMaps are detected if the MeshLibrary has Collision Shapes.bodythe Node, if it exists in the tree, of the other PhysicsBody or GridMap.
- body_shape_entered ( RID body_rid, Node body, int body_shape_index, int local_shape_index )
Shapes collides with another PhysicsBody or GridMap‘s Shapes. Requires contact_monitor to be set to
trueand contacts_reported to be set high enough to detect all the collisions. GridMaps are detected if the MeshLibrary has Collision Shapes.body_ridthe RID of the other PhysicsBody or MeshLibrary‘s CollisionObject used by the PhysicsServer.bodythe Node, if it exists in the tree, of the other PhysicsBody or GridMap.body_shape_indexthe index of the Shape of the other PhysicsBody or GridMap used by the PhysicsServer. Get the CollisionShape node withbody.shape_owner_get_owner(body_shape_index).local_shape_indexthe index of the Shape of this RigidBody used by the PhysicsServer. Get the CollisionShape node withself.shape_owner_get_owner(local_shape_index). Note: Bullet physics cannot identify the shape index when using a ConcavePolygonShape. Don’t use multiple CollisionShapes when using a ConcavePolygonShape with Bullet physics if you need shape indices.
- body_shape_exited ( RID body_rid, Node body, int body_shape_index, int local_shape_index )
Shapes and another PhysicsBody or GridMap‘s Shapes ends. Requires contact_monitor to be set to
trueand contacts_reported to be set high enough to detect all the collisions. GridMaps are detected if the MeshLibrary has Collision Shapes.body_ridthe RID of the other PhysicsBody or MeshLibrary‘s CollisionObject used by the PhysicsServer. GridMaps are detected if the Meshes have Shapes.bodythe Node, if it exists in the tree, of the other PhysicsBody or GridMap.body_shape_indexthe index of the Shape of the other PhysicsBody or GridMap used by the PhysicsServer. Get the CollisionShape node withbody.shape_owner_get_owner(body_shape_index).local_shape_indexthe index of the Shape of this RigidBody used by the PhysicsServer. Get the CollisionShape node withself.shape_owner_get_owner(local_shape_index). Note: Bullet physics cannot identify the shape index when using a ConcavePolygonShape. Don’t use multiple CollisionShapes when using a ConcavePolygonShape with Bullet physics if you need shape indices.
- sleeping_state_changed ( )
Emitted when the physics engine changes the body’s sleeping state.
Note: Changing the value sleeping will not trigger this signal. It is only emitted if the sleeping state is changed by the physics engine or
emit_signal("sleeping_state_changed")is used.Enumerations
Mode: - MODE_RIGID = 0 —- Rigid body mode. This is the “natural” state of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code.
- MODE_STATIC = 1 —- Static mode. The body behaves like a StaticBody, and can only move by user code.
- MODE_CHARACTER = 2 —- Character body mode. This behaves like a rigid body, but can not rotate.
- MODE_KINEMATIC = 3 —- Kinematic body mode. The body behaves like a KinematicBody, and can only move by user code.
Property Descriptions
- float angular_damp Damps the body’s rotational forces. If this value is different from -1.0 it will be added to any angular damp derived from the world or areas. ProjectSettings.physics/3d/default_angular_damp for more details about damping.
- Vector3 angular_velocity radians per second.
- bool axis_lock_angular_x Lock the body’s rotation in the X axis.
- bool axis_lock_angular_y Lock the body’s rotation in the Y axis.
- bool axis_lock_angular_z Lock the body’s rotation in the Z axis.
- bool axis_lock_linear_x Lock the body’s movement in the X axis.
- bool axis_lock_linear_y Lock the body’s movement in the Y axis.
- bool axis_lock_linear_z Lock the body’s movement in the Z axis.
- float bounce
0(no bounce) to1(full bounciness). PhysicsMaterial.bounce instead via physics_material_override.
- bool can_sleep
true, the body can enter sleep mode when there is no movement. See sleeping. Note: A RigidBody3D will never enter sleep mode automatically if its mode is MODE_CHARACTER. It can still be put to sleep manually by setting its sleeping property totrue.
- bool contact_monitor
true, the RigidBody will emit signals when it collides with another RigidBody. See also contacts_reported.
- int contacts_reported
contact_monitor to be set to
true. Note: The number of contacts is different from the number of collisions. Collisions between parallel edges will result in two contacts (one at each end), and collisions between parallel faces will result in four contacts (one at each corner).
- bool continuous_cd
true, continuous collision detection is used. Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. Continuous collision detection is more precise, and misses fewer impacts by small, fast-moving objects. Not using continuous collision detection is faster to compute, but can miss small, fast-moving objects.
- bool custom_integrator
true, internal force integration will be disabled (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the _integrate_forces function, if defined.
- float friction The body’s friction, from 0 (frictionless) to 1 (max friction). PhysicsMaterial.friction instead via physics_material_override.
- float gravity_scale Project > Project Settings > Physics > 3d to produce RigidBody’s gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object.
- float linear_damp The body’s linear damp. Cannot be less than -1.0. If this value is different from -1.0 it will be added to any linear damp derived from the world or areas. ProjectSettings.physics/3d/default_linear_damp for more details about damping.
- Vector3 linear_velocity don’t set this every frame, because physics may run in another thread and runs at a different granularity. Use _integrate_forces as your process loop for precise control of the body state.
- float mass The body’s mass.
- Mode mode Mode for possible values.
- PhysicsMaterial physics_material_override The physics material override for the body. If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.
- bool sleeping
true, the body will not move and will not calculate forces until woken up by another body through, for example, a collision, or by using the apply_impulse or add_force methods.
- float weight
Project > Project Settings > Physics > 3d.
Method Descriptions
- _integrate_forces ( PhysicsDirectBodyState state ) virtual custom_integrator property allows you to disable the default behavior and do fully custom force integration for a body.
- add_central_force ( Vector3 force )
Adds a constant directional force (i.e. acceleration) without affecting rotation.
add_force(force, Vector3(0,0,0)).
- add_force ( Vector3 force, Vector3 position ) Adds a constant directional force (i.e. acceleration). The position uses the rotation of the global coordinate system, but is centered at the object’s origin.
- add_torque ( Vector3 torque ) Adds a constant rotational force (i.e. a motor) without affecting position.
- apply_central_impulse ( Vector3 impulse )
Applies a directional impulse without affecting rotation.
apply_impulse(Vector3(0,0,0), impulse).
- apply_impulse ( Vector3 position, Vector3 impulse ) 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 impulse )
impulsevector passed.
- bool get_axis_lock ( BodyAxis axis ) const
trueif the specified linear or rotational axis is locked.
- Array get_colliding_bodies ( ) const
contact_monitor to be set to
trueand contacts_reported to be set high enough to detect all the collisions. Note: The result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead.
- Basis get_inverse_inertia_tensor ( ) Returns the inverse inertia tensor basis. This is used to calculate the angular acceleration resulting from a torque applied to the RigidBody.
- set_axis_lock ( BodyAxis axis, bool lock ) Locks the specified linear or rotational axis.
- set_axis_velocity ( Vector3 axis_velocity ) Sets an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.
