RigidBody

Physics Body whose position is determined through physics simulation in 3D space.

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. A RigidBody has 4 behavior 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 _integrateForces, which allows you to directly access the physics state. If you need to override the default physics behavior, you can write a custom force integration function. See customIntegrator. With Bullet physics (the default), the center of mass is the RigidBody3D center. With GodotPhysics, the center of mass is the average of the CollisionShape centers.

@GodotBaseClass
struct RigidBody {}

Members

Aliases

BaseClasses
alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses)
Undocumented in source.

Enums

Constants
enum Constants
Mode
enum Mode

Functions

_bodyEnterTree
void _bodyEnterTree(long arg0)
_bodyExitTree
void _bodyExitTree(long arg0)
_directStateChanged
void _directStateChanged(GodotObject arg0)
_integrateForces
void _integrateForces(PhysicsDirectBodyState state)

Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default, it works in addition to the usual physics behavior, but the customIntegrator property allows you to disable the default behavior and do fully custom force integration for a body.

_reloadPhysicsCharacteristics
void _reloadPhysicsCharacteristics()
addCentralForce
void addCentralForce(Vector3 force)

Adds a constant directional force (i.e. acceleration) without affecting rotation. This is equivalent to add_force(force, Vector3(0,0,0)).

addForce
void addForce(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.

addTorque
void addTorque(Vector3 torque)

Adds a constant rotational force (i.e. a motor) without affecting position.

applyCentralImpulse
void applyCentralImpulse(Vector3 impulse)

Applies a directional impulse without affecting rotation. This is equivalent to apply_impulse(Vector3(0,0,0), impulse).

applyImpulse
void applyImpulse(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.

applyTorqueImpulse
void applyTorqueImpulse(Vector3 impulse)

Applies a torque impulse which will be affected by the body mass and shape. This will rotate the body around the impulse vector passed.

getAngularDamp
double getAngularDamp()
getAngularVelocity
Vector3 getAngularVelocity()
getAxisLock
bool getAxisLock(long axis)

Returns true if the specified linear or rotational axis is locked.

getBounce
double getBounce()
getCollidingBodies
Array getCollidingBodies()

Returns a list of the bodies colliding with this one. Requires contactMonitor to be set to true and contactsReported 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.

getFriction
double getFriction()
getGravityScale
double getGravityScale()
getInverseInertiaTensor
Basis getInverseInertiaTensor()

Returns the inverse inertia tensor basis. This is used to calculate the angular acceleration resulting from a torque applied to the RigidBody.

getLinearDamp
double getLinearDamp()
getLinearVelocity
Vector3 getLinearVelocity()
getMass
double getMass()
getMaxContactsReported
long getMaxContactsReported()
getMode
RigidBody.Mode getMode()
getPhysicsMaterialOverride
Ref!PhysicsMaterial getPhysicsMaterialOverride()
getWeight
double getWeight()
isAbleToSleep
bool isAbleToSleep()
isContactMonitorEnabled
bool isContactMonitorEnabled()
isSleeping
bool isSleeping()
isUsingContinuousCollisionDetection
bool isUsingContinuousCollisionDetection()
isUsingCustomIntegrator
bool isUsingCustomIntegrator()
opAssign
typeof(null) opAssign(typeof(null) n)
opEquals
bool opEquals(RigidBody other)
opEquals
bool opEquals(typeof(null) n)
setAngularDamp
void setAngularDamp(double angular_damp)
setAngularVelocity
void setAngularVelocity(Vector3 angular_velocity)
setAxisLock
void setAxisLock(long axis, bool lock)

Locks the specified linear or rotational axis.

setAxisVelocity
void setAxisVelocity(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.

setBounce
void setBounce(double bounce)
setCanSleep
void setCanSleep(bool able_to_sleep)
setContactMonitor
void setContactMonitor(bool enabled)
setFriction
void setFriction(double friction)
setGravityScale
void setGravityScale(double gravity_scale)
setLinearDamp
void setLinearDamp(double linear_damp)
setLinearVelocity
void setLinearVelocity(Vector3 linear_velocity)
setMass
void setMass(double mass)
setMaxContactsReported
void setMaxContactsReported(long amount)
setMode
void setMode(long mode)
setPhysicsMaterialOverride
void setPhysicsMaterialOverride(PhysicsMaterial physics_material_override)
setSleeping
void setSleeping(bool sleeping)
setUseContinuousCollisionDetection
void setUseContinuousCollisionDetection(bool enable)
setUseCustomIntegrator
void setUseCustomIntegrator(bool enable)
setWeight
void setWeight(double weight)
toHash
size_t toHash()

Mixins

__anonymous
mixin baseCasts
Undocumented in source.

Properties

angularDamp
double angularDamp [@property getter]
double angularDamp [@property setter]

Damps RigidBody's rotational forces. See ProjectSettings.physics/3d/defaultAngularDamp for more details about damping.

angularVelocity
Vector3 angularVelocity [@property getter]
Vector3 angularVelocity [@property setter]

RigidBody's rotational velocity.

axisLockAngularX
bool axisLockAngularX [@property getter]
bool axisLockAngularX [@property setter]

Lock the body's rotation in the X axis.

axisLockAngularY
bool axisLockAngularY [@property getter]
bool axisLockAngularY [@property setter]

Lock the body's rotation in the Y axis.

axisLockAngularZ
bool axisLockAngularZ [@property getter]
bool axisLockAngularZ [@property setter]

Lock the body's rotation in the Z axis.

axisLockLinearX
bool axisLockLinearX [@property getter]
bool axisLockLinearX [@property setter]

Lock the body's movement in the X axis.

axisLockLinearY
bool axisLockLinearY [@property getter]
bool axisLockLinearY [@property setter]

Lock the body's movement in the Y axis.

axisLockLinearZ
bool axisLockLinearZ [@property getter]
bool axisLockLinearZ [@property setter]

Lock the body's movement in the Z axis.

bounce
double bounce [@property getter]
double bounce [@property setter]

The body's bounciness. Values range from 0 (no bounce) to 1 (full bounciness). Deprecated, use PhysicsMaterial.bounce instead via physicsMaterialOverride.

canSleep
bool canSleep [@property getter]
bool canSleep [@property setter]

If 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 constant MODE_CHARACTER. It can still be put to sleep manually by setting its sleeping property to true.

contactMonitor
bool contactMonitor [@property getter]
bool contactMonitor [@property setter]

If true, the RigidBody will emit signals when it collides with another RigidBody. See also contactsReported.

contactsReported
long contactsReported [@property getter]
long contactsReported [@property setter]

The maximum number of contacts that will be recorded. Requires contactMonitor 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).

continuousCd
bool continuousCd [@property getter]
bool continuousCd [@property setter]

If 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.

customIntegrator
bool customIntegrator [@property getter]
bool customIntegrator [@property setter]

If 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 _integrateForces function, if defined.

friction
double friction [@property getter]
double friction [@property setter]

The body's friction, from 0 (frictionless) to 1 (max friction). Deprecated, use PhysicsMaterial.friction instead via physicsMaterialOverride.

gravityScale
double gravityScale [@property getter]
double gravityScale [@property setter]

This is multiplied by the global 3D gravity setting found in 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.

linearDamp
double linearDamp [@property getter]
double linearDamp [@property setter]

The body's linear damp. Cannot be less than -1.0. If this value is different from -1.0, any linear damp derived from the world or areas will be overridden. See ProjectSettings.physics/3d/defaultLinearDamp for more details about damping.

linearVelocity
Vector3 linearVelocity [@property getter]
Vector3 linearVelocity [@property setter]

The body's linear velocity. Can be used sporadically, but don't set this every frame, because physics may run in another thread and runs at a different granularity. Use _integrateForces as your process loop for precise control of the body state.

mass
double mass [@property getter]
double mass [@property setter]

The body's mass.

mode
RigidBody.Mode mode [@property getter]
long mode [@property setter]

The body mode. See mode for possible values.

physicsMaterialOverride
PhysicsMaterial physicsMaterialOverride [@property getter]
PhysicsMaterial physicsMaterialOverride [@property setter]

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.

sleeping
bool sleeping [@property getter]
bool sleeping [@property setter]

If 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 applyImpulse or addForce methods.

weight
double weight [@property getter]
double weight [@property setter]

The body's weight based on its mass and the global 3D gravity. Global values are set in Project > Project Settings > Physics > 3d.

Static functions

_new
RigidBody _new()

Construct a new instance of RigidBody. Note: use memnew!RigidBody instead.

Static variables

_classBindingInitialized
bool _classBindingInitialized;
Undocumented in source.

Structs

GDNativeClassBinding
struct GDNativeClassBinding
Undocumented in source.

Unions

__anonymous
union __anonymous
Undocumented in source.

Variables

_GODOT_internal_name
enum string _GODOT_internal_name;
Undocumented in source.

Mixed In Members

From mixin baseCasts

as
inout(To) as()
Undocumented in source. Be warned that the author may not have intended to support it.
as
inout(To) as()
Undocumented in source. Be warned that the author may not have intended to support it.
as
inout(ToRef) as()
Undocumented in source. Be warned that the author may not have intended to support it.
opCast
template opCast(To)
Undocumented in source.
opCast
template opCast(To)
Undocumented in source.
opCast
template opCast(ToRef)
Undocumented in source.
opCast
void* opCast()
Undocumented in source. Be warned that the author may not have intended to support it.
opCast
godot_object opCast()
Undocumented in source. Be warned that the author may not have intended to support it.
opCast
bool opCast()
Undocumented in source. Be warned that the author may not have intended to support it.

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