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