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.
Adds a constant directional force (i.e. acceleration) without affecting rotation. This is equivalent to add_force(force, Vector3(0,0,0)).
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.
Adds a constant rotational force (i.e. a motor) without affecting position.
Applies a directional impulse without affecting rotation. This is equivalent to apply_impulse(Vector3(0,0,0), 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.
Applies a torque impulse which will be affected by the body mass and shape. This will rotate the body around the impulse vector passed.
Returns true if the specified linear or rotational axis is locked.
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.
Returns the inverse inertia tensor basis. This is used to calculate the angular acceleration resulting from a torque applied to the RigidBody.
Locks the specified linear or rotational axis.
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.
Damps RigidBody's rotational forces. See ProjectSettings.physics/3d/defaultAngularDamp for more details about damping.
RigidBody's rotational velocity.
Lock the body's rotation in the X axis.
Lock the body's rotation in the Y axis.
Lock the body's rotation in the Z axis.
Lock the body's movement in the X axis.
Lock the body's movement in the Y axis.
Lock the body's movement in the Z axis.
The body's bounciness. Values range from 0 (no bounce) to 1 (full bounciness). Deprecated, use PhysicsMaterial.bounce instead via physicsMaterialOverride.
If true, the RigidBody will emit signals when it collides with another RigidBody. See also contactsReported.
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).
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.
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.
The body's friction, from 0 (frictionless) to 1 (max friction). Deprecated, use PhysicsMaterial.friction instead via physicsMaterialOverride.
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.
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.
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.
The body's mass.
The body mode. See mode for possible values.
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.
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.
The body's weight based on its mass and the global 3D gravity. Global values are set in Project > Project Settings > Physics > 3d.
Construct a new instance of RigidBody. Note: use memnew!RigidBody instead.
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.