RigidBody3D

Inherits: PhysicsBody3D < CollisionObject3D < Node3D < Node < Object

Inherited By: VehicleBody3D

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Properties

float

angular_damp

0.0

DampMode

angular_damp_mode

0

Vector3

angular_velocity

Vector3(0, 0, 0)

bool

can_sleep

true

Vector3

center_of_mass

Vector3(0, 0, 0)

CenterOfMassMode

center_of_mass_mode

0

Vector3

constant_force

Vector3(0, 0, 0)

Vector3

constant_torque

Vector3(0, 0, 0)

bool

contact_monitor

false

bool

continuous_cd

false

bool

custom_integrator

false

bool

freeze

false

FreezeMode

freeze_mode

0

float

gravity_scale

1.0

Vector3

inertia

Vector3(0, 0, 0)

float

linear_damp

0.0

DampMode

linear_damp_mode

0

Vector3

linear_velocity

Vector3(0, 0, 0)

bool

lock_rotation

false

float

mass

1.0

int

max_contacts_reported

0

PhysicsMaterial

physics_material_override

bool

sleeping

false

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 )

Node3D[]

get_colliding_bodies ( ) const

int

get_contact_count ( ) const

Basis

get_inverse_inertia_tensor ( ) const

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

  • void set_angular_damp ( float value )

  • float get_angular_damp ( )

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DampMode angular_damp_mode = 0

  • void set_angular_damp_mode ( DampMode value )

  • DampMode get_angular_damp_mode ( )

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Vector3 angular_velocity = Vector3(0, 0, 0)

  • void set_angular_velocity ( Vector3 value )

  • Vector3 get_angular_velocity ( )

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bool can_sleep = true

  • void set_can_sleep ( bool value )

  • bool is_able_to_sleep ( )

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Vector3 center_of_mass = Vector3(0, 0, 0)

  • void set_center_of_mass ( Vector3 value )

  • Vector3 get_center_of_mass ( )

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CenterOfMassMode center_of_mass_mode = 0

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Vector3 constant_force = Vector3(0, 0, 0)

  • void set_constant_force ( Vector3 value )

  • Vector3 get_constant_force ( )

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Vector3 constant_torque = Vector3(0, 0, 0)

  • void set_constant_torque ( Vector3 value )

  • Vector3 get_constant_torque ( )

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bool contact_monitor = false

  • void set_contact_monitor ( bool value )

  • bool is_contact_monitor_enabled ( )

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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

  • void set_use_custom_integrator ( bool value )

  • bool is_using_custom_integrator ( )

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bool freeze = false

  • void set_freeze_enabled ( bool value )

  • bool is_freeze_enabled ( )

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FreezeMode freeze_mode = 0

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float gravity_scale = 1.0

  • void set_gravity_scale ( float value )

  • float get_gravity_scale ( )

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Vector3 inertia = Vector3(0, 0, 0)

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float linear_damp = 0.0

  • void set_linear_damp ( float value )

  • float get_linear_damp ( )

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DampMode linear_damp_mode = 0

  • void set_linear_damp_mode ( DampMode value )

  • DampMode get_linear_damp_mode ( )

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Vector3 linear_velocity = Vector3(0, 0, 0)

  • void set_linear_velocity ( Vector3 value )

  • Vector3 get_linear_velocity ( )

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bool lock_rotation = false

  • void set_lock_rotation_enabled ( bool value )

  • bool is_lock_rotation_enabled ( )

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float mass = 1.0

  • void set_mass ( float value )

  • float get_mass ( )

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int max_contacts_reported = 0

  • void set_max_contacts_reported ( int value )

  • int get_max_contacts_reported ( )

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PhysicsMaterial physics_material_override

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bool sleeping = false

  • void set_sleeping ( bool value )

  • bool is_sleeping ( )

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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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