RigidBody3D
Inherits: PhysicsBody3D < CollisionObject3D < Node3D < Node < Object
Inherited By: VehicleBody3D
There is currently no description for this class. Please help us by contributing one!
Properties
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Methods
void |
_integrate_forces ( PhysicsDirectBodyState3D state ) virtual |
void |
add_constant_central_force ( Vector3 force ) |
void |
add_constant_force ( Vector3 force, Vector3 position=Vector3(0, 0, 0) ) |
void |
add_constant_torque ( Vector3 torque ) |
void |
apply_central_force ( Vector3 force ) |
void |
apply_central_impulse ( Vector3 impulse ) |
void |
apply_force ( Vector3 force, Vector3 position=Vector3(0, 0, 0) ) |
void |
apply_impulse ( Vector3 impulse, Vector3 position=Vector3(0, 0, 0) ) |
void |
apply_torque ( Vector3 torque ) |
void |
apply_torque_impulse ( Vector3 impulse ) |
get_colliding_bodies ( ) const |
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get_contact_count ( ) const |
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get_inverse_inertia_tensor ( ) const |
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void |
set_axis_velocity ( Vector3 axis_velocity ) |
Signals
body_entered ( Node body )
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body_exited ( Node body )
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body_shape_entered ( RID body_rid, Node body, int body_shape_index, int local_shape_index )
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body_shape_exited ( RID body_rid, Node body, int body_shape_index, int local_shape_index )
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sleeping_state_changed ( )
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Enumerations
enum FreezeMode:
FreezeMode FREEZE_MODE_STATIC = 0
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FreezeMode FREEZE_MODE_KINEMATIC = 1
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enum CenterOfMassMode:
CenterOfMassMode CENTER_OF_MASS_MODE_AUTO = 0
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CenterOfMassMode CENTER_OF_MASS_MODE_CUSTOM = 1
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enum DampMode:
DampMode DAMP_MODE_COMBINE = 0
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DampMode DAMP_MODE_REPLACE = 1
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Property Descriptions
float angular_damp = 0.0
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DampMode angular_damp_mode = 0
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Vector3 angular_velocity = Vector3(0, 0, 0)
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bool can_sleep = true
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Vector3 center_of_mass = Vector3(0, 0, 0)
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CenterOfMassMode center_of_mass_mode = 0
void set_center_of_mass_mode ( CenterOfMassMode value )
CenterOfMassMode get_center_of_mass_mode ( )
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Vector3 constant_force = Vector3(0, 0, 0)
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Vector3 constant_torque = Vector3(0, 0, 0)
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bool contact_monitor = false
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bool continuous_cd = false
void set_use_continuous_collision_detection ( bool value )
bool is_using_continuous_collision_detection ( )
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bool custom_integrator = false
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bool freeze = false
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FreezeMode freeze_mode = 0
void set_freeze_mode ( FreezeMode value )
FreezeMode get_freeze_mode ( )
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float gravity_scale = 1.0
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Vector3 inertia = Vector3(0, 0, 0)
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float linear_damp = 0.0
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DampMode linear_damp_mode = 0
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Vector3 linear_velocity = Vector3(0, 0, 0)
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bool lock_rotation = false
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float mass = 1.0
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int max_contacts_reported = 0
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PhysicsMaterial physics_material_override
void set_physics_material_override ( PhysicsMaterial value )
PhysicsMaterial get_physics_material_override ( )
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bool sleeping = false
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Method Descriptions
void _integrate_forces ( PhysicsDirectBodyState3D state ) virtual
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void add_constant_central_force ( Vector3 force )
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void add_constant_force ( Vector3 force, Vector3 position=Vector3(0, 0, 0) )
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void add_constant_torque ( Vector3 torque )
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void apply_central_force ( Vector3 force )
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void apply_central_impulse ( Vector3 impulse )
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void apply_force ( Vector3 force, Vector3 position=Vector3(0, 0, 0) )
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void apply_impulse ( Vector3 impulse, Vector3 position=Vector3(0, 0, 0) )
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void apply_torque ( Vector3 torque )
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void apply_torque_impulse ( Vector3 impulse )
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Node3D[] get_colliding_bodies ( ) const
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int get_contact_count ( ) const
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Basis get_inverse_inertia_tensor ( ) const
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void set_axis_velocity ( Vector3 axis_velocity )
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