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godot-docs/classes/class_physicsdirectbodystate.rst
2018-03-28 11:50:20 +02:00

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.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the PhysicsDirectBodyState.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
.. _class_PhysicsDirectBodyState:
PhysicsDirectBodyState
======================
**Inherits:** :ref:`Object<class_object>`
**Inherited By:** :ref:`BulletPhysicsDirectBodyState<class_bulletphysicsdirectbodystate>`
**Category:** Core
Brief Description
-----------------
Member Functions
----------------
+----------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`add_central_force<class_PhysicsDirectBodyState_add_central_force>` **(** :ref:`Vector3<class_vector3>` force **)** |
+----------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`add_force<class_PhysicsDirectBodyState_add_force>` **(** :ref:`Vector3<class_vector3>` force, :ref:`Vector3<class_vector3>` position **)** |
+----------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`add_torque<class_PhysicsDirectBodyState_add_torque>` **(** :ref:`Vector3<class_vector3>` torque **)** |
+----------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`apply_impulse<class_PhysicsDirectBodyState_apply_impulse>` **(** :ref:`Vector3<class_vector3>` position, :ref:`Vector3<class_vector3>` j **)** |
+----------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`apply_torque_impulse<class_PhysicsDirectBodyState_apply_torque_impulse>` **(** :ref:`Vector3<class_vector3>` j **)** |
+----------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`RID<class_rid>` | :ref:`get_contact_collider<class_PhysicsDirectBodyState_get_contact_collider>` **(** :ref:`int<class_int>` contact_idx **)** const |
+----------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_contact_collider_id<class_PhysicsDirectBodyState_get_contact_collider_id>` **(** :ref:`int<class_int>` contact_idx **)** const |
+----------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Object<class_object>` | :ref:`get_contact_collider_object<class_PhysicsDirectBodyState_get_contact_collider_object>` **(** :ref:`int<class_int>` contact_idx **)** const |
+----------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector3<class_vector3>` | :ref:`get_contact_collider_position<class_PhysicsDirectBodyState_get_contact_collider_position>` **(** :ref:`int<class_int>` contact_idx **)** const |
+----------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_contact_collider_shape<class_PhysicsDirectBodyState_get_contact_collider_shape>` **(** :ref:`int<class_int>` contact_idx **)** const |
+----------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector3<class_vector3>` | :ref:`get_contact_collider_velocity_at_position<class_PhysicsDirectBodyState_get_contact_collider_velocity_at_position>` **(** :ref:`int<class_int>` contact_idx **)** const |
+----------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_contact_count<class_PhysicsDirectBodyState_get_contact_count>` **(** **)** const |
+----------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector3<class_vector3>` | :ref:`get_contact_local_normal<class_PhysicsDirectBodyState_get_contact_local_normal>` **(** :ref:`int<class_int>` contact_idx **)** const |
+----------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector3<class_vector3>` | :ref:`get_contact_local_position<class_PhysicsDirectBodyState_get_contact_local_position>` **(** :ref:`int<class_int>` contact_idx **)** const |
+----------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_contact_local_shape<class_PhysicsDirectBodyState_get_contact_local_shape>` **(** :ref:`int<class_int>` contact_idx **)** const |
+----------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`PhysicsDirectSpaceState<class_physicsdirectspacestate>` | :ref:`get_space_state<class_PhysicsDirectBodyState_get_space_state>` **(** **)** |
+----------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`integrate_forces<class_PhysicsDirectBodyState_integrate_forces>` **(** **)** |
+----------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
Member Variables
----------------
.. _class_PhysicsDirectBodyState_angular_velocity:
- :ref:`Vector3<class_vector3>` **angular_velocity** - The angular velocity of the body.
.. _class_PhysicsDirectBodyState_center_of_mass:
- :ref:`Vector3<class_vector3>` **center_of_mass**
.. _class_PhysicsDirectBodyState_inverse_inertia:
- :ref:`Vector3<class_vector3>` **inverse_inertia** - The inverse of the inertia of the body.
.. _class_PhysicsDirectBodyState_inverse_mass:
- :ref:`float<class_float>` **inverse_mass** - The inverse of the mass of the body.
.. _class_PhysicsDirectBodyState_linear_velocity:
- :ref:`Vector3<class_vector3>` **linear_velocity** - The linear velocity of the body.
.. _class_PhysicsDirectBodyState_principal_inertia_axes:
- :ref:`Basis<class_basis>` **principal_inertia_axes**
.. _class_PhysicsDirectBodyState_sleeping:
- :ref:`bool<class_bool>` **sleeping** - ``true`` if this body is currently sleeping (not active).
.. _class_PhysicsDirectBodyState_step:
- :ref:`float<class_float>` **step** - The timestep (delta) used for the simulation.
.. _class_PhysicsDirectBodyState_total_angular_damp:
- :ref:`float<class_float>` **total_angular_damp** - The rate at which the body stops rotating, if there are not any other forces moving it.
.. _class_PhysicsDirectBodyState_total_gravity:
- :ref:`Vector3<class_vector3>` **total_gravity** - The total gravity vector being currently applied to this body.
.. _class_PhysicsDirectBodyState_total_linear_damp:
- :ref:`float<class_float>` **total_linear_damp** - The rate at which the body stops moving, if there are not any other forces moving it.
.. _class_PhysicsDirectBodyState_transform:
- :ref:`Transform<class_transform>` **transform** - The transformation matrix of the body.
Member Function Description
---------------------------
.. _class_PhysicsDirectBodyState_add_central_force:
- void **add_central_force** **(** :ref:`Vector3<class_vector3>` force **)**
.. _class_PhysicsDirectBodyState_add_force:
- void **add_force** **(** :ref:`Vector3<class_vector3>` force, :ref:`Vector3<class_vector3>` position **)**
.. _class_PhysicsDirectBodyState_add_torque:
- void **add_torque** **(** :ref:`Vector3<class_vector3>` torque **)**
.. _class_PhysicsDirectBodyState_apply_impulse:
- void **apply_impulse** **(** :ref:`Vector3<class_vector3>` position, :ref:`Vector3<class_vector3>` j **)**
.. _class_PhysicsDirectBodyState_apply_torque_impulse:
- void **apply_torque_impulse** **(** :ref:`Vector3<class_vector3>` j **)**
.. _class_PhysicsDirectBodyState_get_contact_collider:
- :ref:`RID<class_rid>` **get_contact_collider** **(** :ref:`int<class_int>` contact_idx **)** const
.. _class_PhysicsDirectBodyState_get_contact_collider_id:
- :ref:`int<class_int>` **get_contact_collider_id** **(** :ref:`int<class_int>` contact_idx **)** const
.. _class_PhysicsDirectBodyState_get_contact_collider_object:
- :ref:`Object<class_object>` **get_contact_collider_object** **(** :ref:`int<class_int>` contact_idx **)** const
.. _class_PhysicsDirectBodyState_get_contact_collider_position:
- :ref:`Vector3<class_vector3>` **get_contact_collider_position** **(** :ref:`int<class_int>` contact_idx **)** const
.. _class_PhysicsDirectBodyState_get_contact_collider_shape:
- :ref:`int<class_int>` **get_contact_collider_shape** **(** :ref:`int<class_int>` contact_idx **)** const
.. _class_PhysicsDirectBodyState_get_contact_collider_velocity_at_position:
- :ref:`Vector3<class_vector3>` **get_contact_collider_velocity_at_position** **(** :ref:`int<class_int>` contact_idx **)** const
.. _class_PhysicsDirectBodyState_get_contact_count:
- :ref:`int<class_int>` **get_contact_count** **(** **)** const
.. _class_PhysicsDirectBodyState_get_contact_local_normal:
- :ref:`Vector3<class_vector3>` **get_contact_local_normal** **(** :ref:`int<class_int>` contact_idx **)** const
.. _class_PhysicsDirectBodyState_get_contact_local_position:
- :ref:`Vector3<class_vector3>` **get_contact_local_position** **(** :ref:`int<class_int>` contact_idx **)** const
.. _class_PhysicsDirectBodyState_get_contact_local_shape:
- :ref:`int<class_int>` **get_contact_local_shape** **(** :ref:`int<class_int>` contact_idx **)** const
.. _class_PhysicsDirectBodyState_get_space_state:
- :ref:`PhysicsDirectSpaceState<class_physicsdirectspacestate>` **get_space_state** **(** **)**
.. _class_PhysicsDirectBodyState_integrate_forces:
- void **integrate_forces** **(** **)**