RigidBody3D

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Published: Sep 13, 2025 License: MIT Imports: 30 Imported by: 0

Documentation

Overview

[RigidBody3D] implements full 3D physics. It cannot be controlled directly, instead, you must apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, rotation, react to collisions, and affect other physics bodies in its path. The body's behavior can be adjusted via [member lock_rotation], [member freeze], and [member freeze_mode]. By changing various properties of the object, such as [member mass], you can control how the physics simulation acts on it. A rigid body will always maintain its shape and size, even when forces are applied to it. It is useful for objects that can be interacted with in an environment, such as a tree that can be knocked over or a stack of crates that can be pushed around. If you need to override the default physics behavior, you can write a custom force integration function. See [member custom_integrator]. Note: Changing the 3D transform or [member linear_velocity] of a [RigidBody3D] very often may lead to some unpredictable behaviors. If you need to directly affect the body, prefer [Instance.IntegrateForces] as it allows you to directly access the physics state.

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

This section is empty.

Types

type Advanced

type Advanced = class

Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.

type Any

type Any interface {
	gd.IsClass
	AsRigidBody3D() Instance
}

type CenterOfMassMode

type CenterOfMassMode int //gd:RigidBody3D.CenterOfMassMode
const (
	/*In this mode, the body's center of mass is calculated automatically based on its shapes. This assumes that the shapes' origins are also their center of mass.*/
	CenterOfMassModeAuto CenterOfMassMode = 0
	/*In this mode, the body's center of mass is set through [member center_of_mass]. Defaults to the body's origin position.*/
	CenterOfMassModeCustom CenterOfMassMode = 1
)

type DampMode

type DampMode int //gd:RigidBody3D.DampMode
const (
	/*In this mode, the body's damping value is added to any value set in areas or the default value.*/
	DampModeCombine DampMode = 0
	/*In this mode, the body's damping value replaces any value set in areas or the default value.*/
	DampModeReplace DampMode = 1
)

type Expanded

type Expanded [1]gdclass.RigidBody3D

func (Expanded) AddConstantForce

func (self Expanded) AddConstantForce(force Vector3.XYZ, position Vector3.XYZ)

Adds a constant positioned force to the body that keeps being applied over time until cleared with constant_force = Vector3(0, 0, 0). 'position' is the offset from the body origin in global coordinates.

func (Expanded) ApplyForce

func (self Expanded) ApplyForce(force Vector3.XYZ, position Vector3.XYZ)

Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update. 'position' is the offset from the body origin in global coordinates.

func (Expanded) ApplyImpulse

func (self Expanded) ApplyImpulse(impulse Vector3.XYZ, position Vector3.XYZ)

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 (use the "_force" functions otherwise). 'position' is the offset from the body origin in global coordinates.

type Extension

type Extension[T gdclass.Interface] struct{ gdclass.Extension[T, Instance] }

Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension

func (*Extension[T]) AsCollisionObject3D

func (self *Extension[T]) AsCollisionObject3D() CollisionObject3D.Instance

func (*Extension[T]) AsNode

func (self *Extension[T]) AsNode() Node.Instance

func (*Extension[T]) AsNode3D

func (self *Extension[T]) AsNode3D() Node3D.Instance

func (*Extension[T]) AsObject

func (self *Extension[T]) AsObject() [1]gd.Object

func (*Extension[T]) AsPhysicsBody3D

func (self *Extension[T]) AsPhysicsBody3D() PhysicsBody3D.Instance

func (*Extension[T]) AsRigidBody3D

func (self *Extension[T]) AsRigidBody3D() Instance

type FreezeMode

type FreezeMode int //gd:RigidBody3D.FreezeMode
const (
	/*Static body freeze mode (default). The body is not affected by gravity and forces. It can be only moved by user code and doesn't collide with other bodies along its path.*/
	FreezeModeStatic FreezeMode = 0
	/*Kinematic body freeze mode. Similar to [constant FREEZE_MODE_STATIC], but collides with other bodies along its path when moved. Useful for a frozen body that needs to be animated.*/
	FreezeModeKinematic FreezeMode = 1
)

type ID

type ID Object.ID

ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.

func (ID) Instance

func (id ID) Instance() (Instance, bool)

type Implementation

type Implementation = implementation

Implementation implements Interface with empty methods.

type Instance

type Instance [1]gdclass.RigidBody3D

Instance of the class with convieniently typed arguments and results. See Interface for methods that can be overridden by a [Class] that extends it.

var Nil Instance

Nil is a nil/null instance of the class. Equivalent to the zero value.

func New

func New() Instance

func (Instance) AddConstantCentralForce

func (self Instance) AddConstantCentralForce(force Vector3.XYZ)

Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with constant_force = Vector3(0, 0, 0). This is equivalent to using Instance.AddConstantForce at the body's center of mass.

func (Instance) AddConstantForce

func (self Instance) AddConstantForce(force Vector3.XYZ)

Adds a constant positioned force to the body that keeps being applied over time until cleared with constant_force = Vector3(0, 0, 0). 'position' is the offset from the body origin in global coordinates.

func (Instance) AddConstantTorque

func (self Instance) AddConstantTorque(torque Vector3.XYZ)

Adds a constant rotational force without affecting position that keeps being applied over time until cleared with constant_torque = Vector3(0, 0, 0).

func (Instance) AngularDamp

func (self Instance) AngularDamp() Float.X

func (Instance) AngularDampMode

func (self Instance) AngularDampMode() DampMode

func (Instance) AngularVelocity

func (self Instance) AngularVelocity() Vector3.XYZ

func (Instance) ApplyCentralForce

func (self Instance) ApplyCentralForce(force Vector3.XYZ)

Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update. This is equivalent to using Instance.ApplyForce at the body's center of mass.

func (Instance) ApplyCentralImpulse

func (self Instance) ApplyCentralImpulse(impulse Vector3.XYZ)

Applies a directional impulse without affecting rotation. 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 (use the "_force" functions otherwise). This is equivalent to using Instance.ApplyImpulse at the body's center of mass.

func (Instance) ApplyForce

func (self Instance) ApplyForce(force Vector3.XYZ)

Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update. 'position' is the offset from the body origin in global coordinates.

func (Instance) ApplyImpulse

func (self Instance) ApplyImpulse(impulse Vector3.XYZ)

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 (use the "_force" functions otherwise). 'position' is the offset from the body origin in global coordinates.

func (Instance) ApplyTorque

func (self Instance) ApplyTorque(torque Vector3.XYZ)

Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update. Note: [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inertia].

func (Instance) ApplyTorqueImpulse

func (self Instance) ApplyTorqueImpulse(impulse Vector3.XYZ)

Applies a rotational impulse to the body without affecting the position. 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 (use the "_force" functions otherwise). Note: [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inertia].

func (Instance) AsCollisionObject3D

func (self Instance) AsCollisionObject3D() CollisionObject3D.Instance

func (Instance) AsNode

func (self Instance) AsNode() Node.Instance

func (Instance) AsNode3D

func (self Instance) AsNode3D() Node3D.Instance

func (Instance) AsObject

func (self Instance) AsObject() [1]gd.Object

func (Instance) AsPhysicsBody3D

func (self Instance) AsPhysicsBody3D() PhysicsBody3D.Instance

func (Instance) AsRigidBody3D

func (self Instance) AsRigidBody3D() Instance

func (Instance) CanSleep

func (self Instance) CanSleep() bool

func (Instance) CenterOfMass

func (self Instance) CenterOfMass() Vector3.XYZ

func (Instance) CenterOfMassMode

func (self Instance) CenterOfMassMode() CenterOfMassMode

func (Instance) ConstantForce

func (self Instance) ConstantForce() Vector3.XYZ

func (Instance) ConstantTorque

func (self Instance) ConstantTorque() Vector3.XYZ

func (Instance) ContactMonitor

func (self Instance) ContactMonitor() bool

func (Instance) ContinuousCd

func (self Instance) ContinuousCd() bool

func (Instance) CustomIntegrator

func (self Instance) CustomIntegrator() bool

func (Instance) Freeze

func (self Instance) Freeze() bool

func (Instance) FreezeMode

func (self Instance) FreezeMode() FreezeMode

func (Instance) GetCollidingBodies

func (self Instance) GetCollidingBodies() []Node3D.Instance

Returns a list of the bodies colliding with this one. Requires [member contact_monitor] to be set to true and [member max_contacts_reported] 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.

func (Instance) GetContactCount

func (self Instance) GetContactCount() int

Returns the number of contacts this body has with other bodies. By default, this returns 0 unless bodies are configured to monitor contacts (see [member contact_monitor]). Note: To retrieve the colliding bodies, use Instance.GetCollidingBodies.

func (Instance) GetInverseInertiaTensor

func (self Instance) GetInverseInertiaTensor() Basis.XYZ

Returns the inverse inertia tensor basis. This is used to calculate the angular acceleration resulting from a torque applied to the [RigidBody3D].

func (Instance) GravityScale

func (self Instance) GravityScale() Float.X

func (Instance) ID

func (self Instance) ID() ID

func (Instance) Inertia

func (self Instance) Inertia() Vector3.XYZ

func (Instance) LinearDamp

func (self Instance) LinearDamp() Float.X

func (Instance) LinearDampMode

func (self Instance) LinearDampMode() DampMode

func (Instance) LinearVelocity

func (self Instance) LinearVelocity() Vector3.XYZ

func (Instance) LockRotation

func (self Instance) LockRotation() bool

func (Instance) Mass

func (self Instance) Mass() Float.X

func (Instance) MaxContactsReported

func (self Instance) MaxContactsReported() int

func (Instance) OnBodyEntered

func (self Instance) OnBodyEntered(cb func(body Node.Instance), flags ...Signal.Flags)

func (Instance) OnBodyExited

func (self Instance) OnBodyExited(cb func(body Node.Instance), flags ...Signal.Flags)

func (Instance) OnBodyShapeEntered

func (self Instance) OnBodyShapeEntered(cb func(body_rid RID.Any, body Node.Instance, body_shape_index int, local_shape_index int), flags ...Signal.Flags)

func (Instance) OnBodyShapeExited

func (self Instance) OnBodyShapeExited(cb func(body_rid RID.Any, body Node.Instance, body_shape_index int, local_shape_index int), flags ...Signal.Flags)

func (Instance) OnSleepingStateChanged

func (self Instance) OnSleepingStateChanged(cb func(), flags ...Signal.Flags)

func (Instance) PhysicsMaterialOverride

func (self Instance) PhysicsMaterialOverride() PhysicsMaterial.Instance

func (Instance) SetAngularDamp

func (self Instance) SetAngularDamp(value Float.X)

func (Instance) SetAngularDampMode

func (self Instance) SetAngularDampMode(value DampMode)

func (Instance) SetAngularVelocity

func (self Instance) SetAngularVelocity(value Vector3.XYZ)

func (Instance) SetAxisVelocity

func (self Instance) SetAxisVelocity(axis_velocity Vector3.XYZ)

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.

func (Instance) SetCanSleep

func (self Instance) SetCanSleep(value bool)

func (Instance) SetCenterOfMass

func (self Instance) SetCenterOfMass(value Vector3.XYZ)

func (Instance) SetCenterOfMassMode

func (self Instance) SetCenterOfMassMode(value CenterOfMassMode)

func (Instance) SetConstantForce

func (self Instance) SetConstantForce(value Vector3.XYZ)

func (Instance) SetConstantTorque

func (self Instance) SetConstantTorque(value Vector3.XYZ)

func (Instance) SetContactMonitor

func (self Instance) SetContactMonitor(value bool)

func (Instance) SetContinuousCd

func (self Instance) SetContinuousCd(value bool)

func (Instance) SetCustomIntegrator

func (self Instance) SetCustomIntegrator(value bool)

func (Instance) SetFreeze

func (self Instance) SetFreeze(value bool)

func (Instance) SetFreezeMode

func (self Instance) SetFreezeMode(value FreezeMode)

func (Instance) SetGravityScale

func (self Instance) SetGravityScale(value Float.X)

func (Instance) SetInertia

func (self Instance) SetInertia(value Vector3.XYZ)

func (Instance) SetLinearDamp

func (self Instance) SetLinearDamp(value Float.X)

func (Instance) SetLinearDampMode

func (self Instance) SetLinearDampMode(value DampMode)

func (Instance) SetLinearVelocity

func (self Instance) SetLinearVelocity(value Vector3.XYZ)

func (Instance) SetLockRotation

func (self Instance) SetLockRotation(value bool)

func (Instance) SetMass

func (self Instance) SetMass(value Float.X)

func (Instance) SetMaxContactsReported

func (self Instance) SetMaxContactsReported(value int)

func (*Instance) SetObject

func (self *Instance) SetObject(obj [1]gd.Object) bool

func (Instance) SetPhysicsMaterialOverride

func (self Instance) SetPhysicsMaterialOverride(value PhysicsMaterial.Instance)

func (Instance) SetSleeping

func (self Instance) SetSleeping(value bool)

func (Instance) Sleeping

func (self Instance) Sleeping() bool

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

type Interface

type Interface interface {
	//Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default, it is called before the standard force integration, but the [member custom_integrator] property allows you to disable the standard force integration and do fully custom force integration for a body.
	IntegrateForces(state PhysicsDirectBodyState3D.Instance)
}

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