RigidBody3D

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Published: Sep 20, 2025 License: MIT Imports: 31 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 LockRotation, Freeze, and FreezeMode. By changing various properties of the object, such as 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 directly affect the body, prefer IntegrateForces as it 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.

Note: Changing the 3D transform or LinearVelocity of a RigidBody3D very often may lead to some unpredictable behaviors. This also happens when a RigidBody3D is the descendant of a constantly moving node, like another RigidBody3D, as that will cause its global transform to be set whenever its ancestor moves.

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 [CenterOfMass]. Defaults to the body's origin position.
	//
	// [CenterOfMass]: https://pkg.go.dev/graphics.gd/classdb/#Instance.CenterOfMass
	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 = MoreArgs

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]See Interface for methods that can be overridden by T.

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 [FreezeModeStatic], 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.

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 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

Damps the body's rotation. By default, the body will use the ProjectSettings "physics/3d/default_angular_damp" project setting or any value override set by an Area3D the body is in. Depending on AngularDampMode, you can set AngularDamp to be added to or to replace the body's damping value.

See ProjectSettings "physics/3d/default_angular_damp" for more details about damping.

func (Instance) AngularDampMode

func (self Instance) AngularDampMode() DampMode

Defines how AngularDamp is applied.

func (Instance) AngularVelocity

func (self Instance) AngularVelocity() Vector3.XYZ

The RigidBody3D's rotational velocity in radians per second.

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 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 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: Inertia is required for this to work. To have Inertia, an active CollisionShape3D must be a child of the node, or you can manually set 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: Inertia is required for this to work. To have Inertia, an active CollisionShape3D must be a child of the node, or you can manually set 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

If true, the body can enter sleep mode when there is no movement. See Sleeping.

func (Instance) CenterOfMass

func (self Instance) CenterOfMass() Vector3.XYZ

The body's custom center of mass, relative to the body's origin position, when CenterOfMassMode is set to CenterOfMassModeCustom. This is the balanced point of the body, where applied forces only cause linear acceleration. Applying forces outside of the center of mass causes angular acceleration.

When CenterOfMassMode is set to CenterOfMassModeAuto (default value), the center of mass is automatically determined, but this does not update the value of CenterOfMass.

func (Instance) CenterOfMassMode

func (self Instance) CenterOfMassMode() CenterOfMassMode

Defines the way the body's center of mass is set.

func (Instance) ConstantForce

func (self Instance) ConstantForce() Vector3.XYZ

The body's total constant positional forces applied during each physics update.

See AddConstantForce and AddConstantCentralForce.

func (Instance) ConstantTorque

func (self Instance) ConstantTorque() Vector3.XYZ

The body's total constant rotational forces applied during each physics update.

See AddConstantTorque.

func (Instance) ContactMonitor

func (self Instance) ContactMonitor() bool

If true, the RigidBody3D will emit signals when it collides with another body.

Note: By default the maximum contacts reported is set to 0, meaning nothing will be recorded, see MaxContactsReported.

func (Instance) ContinuousCd

func (self Instance) ContinuousCd() bool

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.

func (Instance) CustomIntegrator

func (self Instance) CustomIntegrator() bool

If true, the standard force integration (like gravity or damping) will be disabled for this body. Other than collision response, the body will only move as determined by the IntegrateForces method, if that virtual method is overridden.

Setting this property will call the method PhysicsServer3D.BodySetOmitForceIntegration internally.

func (Instance) Freeze

func (self Instance) Freeze() bool

If true, the body is frozen. Gravity and forces are not applied anymore.

See FreezeMode to set the body's behavior when frozen.

For a body that is always frozen, use StaticBody3D or AnimatableBody3D instead.

func (Instance) FreezeMode

func (self Instance) FreezeMode() FreezeMode

The body's freeze mode. Can be used to set the body's behavior when Freeze is enabled.

For a body that is always frozen, use StaticBody3D or AnimatableBody3D instead.

func (Instance) GetCollidingBodies

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

Returns a list of the bodies colliding with this one. Requires ContactMonitor to be set to true and MaxContactsReported 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 ContactMonitor).

Note: To retrieve the colliding bodies, use 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

This is multiplied by ProjectSettings "physics/3d/default_gravity" to produce this body's gravity. For example, a value of 1.0 will apply normal gravity, 2.0 will apply double the gravity, and 0.5 will apply half the gravity to this body.

func (Instance) ID

func (self Instance) ID() ID

func (Instance) Inertia

func (self Instance) Inertia() Vector3.XYZ

The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body on each axis. The moment of inertia is usually computed automatically from the mass and the shapes, but this property allows you to set a custom value.

If set to [Vector3.Zero], inertia is automatically computed (default value).

Note: This value does not change when inertia is automatically computed. Use PhysicsServer3D to get the computed inertia.

func (Instance) LinearDamp

func (self Instance) LinearDamp() Float.X

Damps the body's movement. By default, the body will use the ProjectSettings "physics/3d/default_linear_damp" project setting or any value override set by an Area3D the body is in. Depending on LinearDampMode, you can set LinearDamp to be added to or to replace the body's damping value.

See ProjectSettings "physics/3d/default_linear_damp" for more details about damping.

func (Instance) LinearDampMode

func (self Instance) LinearDampMode() DampMode

Defines how LinearDamp is applied.

func (Instance) LinearVelocity

func (self Instance) LinearVelocity() Vector3.XYZ

The body's linear velocity in units per second. 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.

func (Instance) LockRotation

func (self Instance) LockRotation() bool

If true, the body cannot rotate. Gravity and forces only apply linear movement.

func (Instance) Mass

func (self Instance) Mass() Float.X

The body's mass.

func (Instance) MaxContactsReported

func (self Instance) MaxContactsReported() int

The maximum number of contacts that will be recorded. Requires a value greater than 0 and ContactMonitor to be set to true to start to register contacts. Use GetContactCount to retrieve the count or GetCollidingBodies to retrieve bodies that have been collided with.

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).

func (Instance) MoreArgs

func (self Instance) MoreArgs() MoreArgs

MoreArgs enables certain functions to be called with additional 'optional' arguments.

func (Instance) OnBodyEntered

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

Emitted when a collision with another PhysicsBody3D or GridMap occurs. Requires ContactMonitor to be set to true and MaxContactsReported to be set high enough to detect all the collisions. GridMaps are detected if the MeshLibrary has Collision Shape3Ds.

'body' the Node, if it exists in the tree, of the other PhysicsBody3D or GridMap.

func (Instance) OnBodyExited

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

Emitted when the collision with another PhysicsBody3D or GridMap ends. Requires ContactMonitor to be set to true and MaxContactsReported to be set high enough to detect all the collisions. GridMaps are detected if the MeshLibrary has Collision Shape3Ds.

'body' the Node, if it exists in the tree, of the other PhysicsBody3D or GridMap.

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)

Emitted when one of this RigidBody3D's Shape3Ds collides with another PhysicsBody3D or GridMap's Shape3Ds. Requires ContactMonitor to be set to true and MaxContactsReported to be set high enough to detect all the collisions. GridMaps are detected if the MeshLibrary has Collision Shape3Ds.

'body_rid' the Resource.ID of the other PhysicsBody3D or MeshLibrary's CollisionObject3D used by the PhysicsServer3D.

'body' the Node, if it exists in the tree, of the other PhysicsBody3D or GridMap.

'body_shape_index' the index of the Shape3D of the other PhysicsBody3D or GridMap used by the PhysicsServer3D. Get the CollisionShape3D node with body.shape_owner_get_owner(body.shape_find_owner(body_shape_index)).

'local_shape_index' the index of the Shape3D of this RigidBody3D used by the PhysicsServer3D. Get the CollisionShape3D node with self.shape_owner_get_owner(self.shape_find_owner(local_shape_index)).

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)

Emitted when the collision between one of this RigidBody3D's Shape3Ds and another PhysicsBody3D or GridMap's Shape3Ds ends. Requires ContactMonitor to be set to true and MaxContactsReported to be set high enough to detect all the collisions. GridMaps are detected if the MeshLibrary has Collision Shape3Ds.

'body_rid' the Resource.ID of the other PhysicsBody3D or MeshLibrary's CollisionObject3D used by the PhysicsServer3D. GridMaps are detected if the Meshes have Shape3Ds.

'body' the Node, if it exists in the tree, of the other PhysicsBody3D or GridMap.

'body_shape_index' the index of the Shape3D of the other PhysicsBody3D or GridMap used by the PhysicsServer3D. Get the CollisionShape3D node with body.shape_owner_get_owner(body.shape_find_owner(body_shape_index)).

'local_shape_index' the index of the Shape3D of this RigidBody3D used by the PhysicsServer3D. Get the CollisionShape3D node with self.shape_owner_get_owner(self.shape_find_owner(local_shape_index)).

func (Instance) OnSleepingStateChanged

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

Emitted when the physics engine changes the body's sleeping state.

Note: Changing the value Sleeping will not trigger this signal. It is only emitted if the sleeping state is changed by the physics engine or emit_signal("sleeping_state_changed") is used.

func (Instance) PhysicsMaterialOverride

func (self Instance) PhysicsMaterialOverride() PhysicsMaterial.Instance

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.

func (Instance) SetAngularDamp

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

SetAngularDamp sets the property returned by [GetAngularDamp].

func (Instance) SetAngularDampMode

func (self Instance) SetAngularDampMode(value DampMode)

SetAngularDampMode sets the property returned by [GetAngularDampMode].

func (Instance) SetAngularVelocity

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

SetAngularVelocity sets the property returned by [GetAngularVelocity].

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)

SetCanSleep sets the property returned by [IsAbleToSleep].

func (Instance) SetCenterOfMass

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

SetCenterOfMass sets the property returned by [GetCenterOfMass].

func (Instance) SetCenterOfMassMode

func (self Instance) SetCenterOfMassMode(value CenterOfMassMode)

SetCenterOfMassMode sets the property returned by [GetCenterOfMassMode].

func (Instance) SetConstantForce

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

SetConstantForce sets the property returned by [GetConstantForce].

func (Instance) SetConstantTorque

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

SetConstantTorque sets the property returned by [GetConstantTorque].

func (Instance) SetContactMonitor

func (self Instance) SetContactMonitor(value bool)

SetContactMonitor sets the property returned by [IsContactMonitorEnabled].

func (Instance) SetContinuousCd

func (self Instance) SetContinuousCd(value bool)

SetContinuousCd sets the property returned by [IsUsingContinuousCollisionDetection].

func (Instance) SetCustomIntegrator

func (self Instance) SetCustomIntegrator(value bool)

SetCustomIntegrator sets the property returned by [IsUsingCustomIntegrator].

func (Instance) SetFreeze

func (self Instance) SetFreeze(value bool)

SetFreeze sets the property returned by [IsFreezeEnabled].

func (Instance) SetFreezeMode

func (self Instance) SetFreezeMode(value FreezeMode)

SetFreezeMode sets the property returned by [GetFreezeMode].

func (Instance) SetGravityScale

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

SetGravityScale sets the property returned by [GetGravityScale].

func (Instance) SetInertia

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

SetInertia sets the property returned by [GetInertia].

func (Instance) SetLinearDamp

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

SetLinearDamp sets the property returned by [GetLinearDamp].

func (Instance) SetLinearDampMode

func (self Instance) SetLinearDampMode(value DampMode)

SetLinearDampMode sets the property returned by [GetLinearDampMode].

func (Instance) SetLinearVelocity

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

SetLinearVelocity sets the property returned by [GetLinearVelocity].

func (Instance) SetLockRotation

func (self Instance) SetLockRotation(value bool)

SetLockRotation sets the property returned by [IsLockRotationEnabled].

func (Instance) SetMass

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

SetMass sets the property returned by [GetMass].

func (Instance) SetMaxContactsReported

func (self Instance) SetMaxContactsReported(value int)

SetMaxContactsReported sets the property returned by [GetMaxContactsReported].

func (*Instance) SetObject

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

func (Instance) SetPhysicsMaterialOverride

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

SetPhysicsMaterialOverride sets the property returned by [GetPhysicsMaterialOverride].

func (Instance) SetSleeping

func (self Instance) SetSleeping(value bool)

SetSleeping sets the property returned by [IsSleeping].

func (Instance) Sleeping

func (self Instance) Sleeping() bool

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 ApplyForce methods.

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 [CustomIntegrator] property allows you to disable the standard force integration and do fully custom force integration for a body.
	//
	// [CustomIntegrator]: https://pkg.go.dev/graphics.gd/classdb/RigidBody3D#Instance.CustomIntegrator
	IntegrateForces(state PhysicsDirectBodyState3D.Instance)
}

type MoreArgs

type MoreArgs [1]gdclass.RigidBody3D

MoreArgs is a container for Instance functions with additional 'optional' arguments.

func (MoreArgs) AddConstantForce

func (self MoreArgs) 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 (MoreArgs) ApplyForce

func (self MoreArgs) 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 (MoreArgs) ApplyImpulse

func (self MoreArgs) 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.

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