virtualx-engine/doc/classes/PhysicsDirectBodyState.xml
Hugo Locurcio f7f6115f76
Proofread and improve the whole class reference
- Document a few more properties and methods
- Add more information to many classes
- Fix lots of typos and gramar mistakes
- Use [code] tags for parameters consistently
- Use [b] and [i] tags consistently
- Put "Warning:" and "Note:" on their own line to be more visible,
  and make them always bold
- Tweak formatting in code examples to be more readable
- Use double quotes consistently
- Add more links to third-party technologies
2019-06-27 22:30:19 +02:00

223 lines
7.8 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsDirectBodyState" inherits="Object" category="Core" version="3.2">
<brief_description>
Direct access object to a physics body in the [PhysicsServer].
</brief_description>
<description>
Provides direct access to a physics body in the [PhysicsServer], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See [method RigidBody._integrate_forces].
</description>
<tutorials>
</tutorials>
<methods>
<method name="add_central_force">
<return type="void">
</return>
<argument index="0" name="force" type="Vector3">
</argument>
<description>
Adds a constant directional force without affecting rotation.
This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code].
</description>
</method>
<method name="add_force">
<return type="void">
</return>
<argument index="0" name="force" type="Vector3">
</argument>
<argument index="1" name="position" type="Vector3">
</argument>
<description>
Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
</description>
</method>
<method name="add_torque">
<return type="void">
</return>
<argument index="0" name="torque" type="Vector3">
</argument>
<description>
Adds a constant rotational force without affecting position.
</description>
</method>
<method name="apply_central_impulse">
<return type="void">
</return>
<argument index="0" name="j" type="Vector3">
</argument>
<description>
Applies a single directional impulse without affecting rotation.
This is equivalent to [code]apply_impulse(Vector3(0, 0, 0), impulse)[/code].
</description>
</method>
<method name="apply_impulse">
<return type="void">
</return>
<argument index="0" name="position" type="Vector3">
</argument>
<argument index="1" name="j" type="Vector3">
</argument>
<description>
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.
</description>
</method>
<method name="apply_torque_impulse">
<return type="void">
</return>
<argument index="0" name="j" type="Vector3">
</argument>
<description>
Apply a torque impulse (which will be affected by the body mass and shape). This will rotate the body around the vector [code]j[/code] passed as parameter.
</description>
</method>
<method name="get_contact_collider" qualifiers="const">
<return type="RID">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Returns the collider's [RID].
</description>
</method>
<method name="get_contact_collider_id" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Returns the collider's object id.
</description>
</method>
<method name="get_contact_collider_object" qualifiers="const">
<return type="Object">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Returns the collider object.
</description>
</method>
<method name="get_contact_collider_position" qualifiers="const">
<return type="Vector3">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Returns the contact position in the collider.
</description>
</method>
<method name="get_contact_collider_shape" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Returns the collider's shape index.
</description>
</method>
<method name="get_contact_collider_velocity_at_position" qualifiers="const">
<return type="Vector3">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Returns the linear velocity vector at the collider's contact point.
</description>
</method>
<method name="get_contact_count" qualifiers="const">
<return type="int">
</return>
<description>
Returns the number of contacts this body has with other bodies.
[b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidBody.contact_monitor].
</description>
</method>
<method name="get_contact_impulse" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Impulse created by the contact. Only implemented for Bullet physics.
</description>
</method>
<method name="get_contact_local_normal" qualifiers="const">
<return type="Vector3">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Returns the local normal at the contact point.
</description>
</method>
<method name="get_contact_local_position" qualifiers="const">
<return type="Vector3">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Returns the local position of the contact point.
</description>
</method>
<method name="get_contact_local_shape" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Returns the local shape index of the collision.
</description>
</method>
<method name="get_space_state">
<return type="PhysicsDirectSpaceState">
</return>
<description>
Returns the current state of the space, useful for queries.
</description>
</method>
<method name="integrate_forces">
<return type="void">
</return>
<description>
Calls the built-in force integration code.
</description>
</method>
</methods>
<members>
<member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity">
The body's rotational velocity.
</member>
<member name="center_of_mass" type="Vector3" setter="" getter="get_center_of_mass">
</member>
<member name="inverse_inertia" type="Vector3" setter="" getter="get_inverse_inertia">
The inverse of the inertia of the body.
</member>
<member name="inverse_mass" type="float" setter="" getter="get_inverse_mass">
The inverse of the mass of the body.
</member>
<member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity">
The body's linear velocity.
</member>
<member name="principal_inertia_axes" type="Basis" setter="" getter="get_principal_inertia_axes">
</member>
<member name="sleeping" type="bool" setter="set_sleep_state" getter="is_sleeping">
If [code]true[/code], this body is currently sleeping (not active).
</member>
<member name="step" type="float" setter="" getter="get_step">
The timestep (delta) used for the simulation.
</member>
<member name="total_angular_damp" type="float" setter="" getter="get_total_angular_damp">
The rate at which the body stops rotating, if there are not any other forces moving it.
</member>
<member name="total_gravity" type="Vector3" setter="" getter="get_total_gravity">
The total gravity vector being currently applied to this body.
</member>
<member name="total_linear_damp" type="float" setter="" getter="get_total_linear_damp">
The rate at which the body stops moving, if there are not any other forces moving it.
</member>
<member name="transform" type="Transform" setter="set_transform" getter="get_transform">
The body's transformation matrix.
</member>
</members>
<constants>
</constants>
</class>