RigidBody

    Inherited By: VehicleBody

    Physics Body whose position is determined through physics simulation in 3D space.

    This is the node that implements full 3D physics. This means that you do not control a RigidBody directly. Instead, you can apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, collision, bouncing, rotating, etc.

    A RigidBody has 4 behavior modes: Rigid, Static, Character, and Kinematic.

    Note: Don’t change a RigidBody’s position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed Hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop may result in strange behavior. If you need to directly affect the body’s state, use , which 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 custom_integrator.

    With Bullet physics (the default), the center of mass is the RigidBody3D center. With GodotPhysics, the center of mass is the average of the centers.

    Tutorials

    Methods

    void

    _integrate_forces ( state ) virtual

    void

    add_central_force ( force )

    void

    add_force ( force, Vector3 position )

    void

    ( Vector3 torque )

    void

    ( Vector3 impulse )

    void

    ( Vector3 position, impulse )

    void

    apply_torque_impulse ( impulse )

    bool

    ( BodyAxis axis ) const

    get_colliding_bodies ( ) const

    get_inverse_inertia_tensor ( )

    void

    ( BodyAxis axis, lock )

    void

    set_axis_velocity ( axis_velocity )

    • body_entered ( body )

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


    • body_exited ( body )

    Emitted when the collision with another PhysicsBody or ends. Requires contact_monitor to be set to true and to be set high enough to detect all the collisions. GridMaps are detected if the has Collision Shapes.

    body the , if it exists in the tree, of the other PhysicsBody or .


    • body_shape_entered ( RID body_rid, body, int body_shape_index, local_shape_index )

    Emitted when one of this RigidBody’s Shapes collides with another or GridMap‘s s. Requires contact_monitor to be set to and to be set high enough to detect all the collisions. GridMaps are detected if the has Collision Shapes.

    body_rid the of the other PhysicsBody or ‘s CollisionObject used by the .

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

    body_shape_index the index of the of the other PhysicsBody or used by the PhysicsServer. Get the node with body.shape_owner_get_owner(body_shape_index).

    local_shape_index the index of the Shape of this RigidBody used by the . Get the CollisionShape node with self.shape_owner_get_owner(local_shape_index).

    Note: Bullet physics cannot identify the shape index when using a . Don’t use multiple CollisionShapes when using a with Bullet physics if you need shape indices.


    • body_shape_exited ( RID body_rid, body, int body_shape_index, local_shape_index )

    Emitted when the collision between one of this RigidBody’s Shapes and another or GridMap‘s s ends. Requires contact_monitor to be set to true and to be set high enough to detect all the collisions. GridMaps are detected if the has Collision Shapes.

    body_rid the of the other PhysicsBody or ‘s CollisionObject used by the . GridMaps are detected if the Meshes have s.

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

    body_shape_index the index of the of the other PhysicsBody or used by the PhysicsServer. Get the node with body.shape_owner_get_owner(body_shape_index).

    local_shape_index the index of the Shape of this RigidBody used by the . Get the CollisionShape node with self.shape_owner_get_owner(local_shape_index).

    Note: Bullet physics cannot identify the shape index when using a . Don’t use multiple CollisionShapes when using a with Bullet physics if you need shape indices.


    • sleeping_state_changed ( )

    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.

    Enumerations

    enum Mode:

    • MODE_RIGID = 0 —- Rigid body mode. This is the “natural” state of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code.

    • MODE_CHARACTER = 2 —- Character body mode. This behaves like a rigid body, but can not rotate.

    • MODE_KINEMATIC = 3 —- Kinematic body mode. The body behaves like a KinematicBody, and can only move by user code.

    Default

    -1.0

    Setter

    set_angular_damp(value)

    Getter

    get_angular_damp()

    Damps the body’s rotational forces. If this value is different from -1.0 it will be added to any angular damp derived from the world or areas.

    See for more details about damping.


    Default

    Vector3( 0, 0, 0 )

    Setter

    set_angular_velocity(value)

    Getter

    get_angular_velocity()

    The body’s rotational velocity in axis-angle format. The magnitude of the vector is the rotation rate in radians per second.


    • axis_lock_angular_x

    Default

    false

    Setter

    set_axis_lock(value)

    Getter

    get_axis_lock()

    Lock the body’s rotation in the X axis.


    • bool axis_lock_angular_y

    Default

    false

    Setter

    set_axis_lock(value)

    Getter

    get_axis_lock()

    Lock the body’s rotation in the Y axis.


    • axis_lock_angular_z

    Default

    false

    Setter

    set_axis_lock(value)

    Getter

    get_axis_lock()

    Lock the body’s rotation in the Z axis.


    • bool axis_lock_linear_x

    Default

    false

    Setter

    set_axis_lock(value)

    Getter

    get_axis_lock()

    Lock the body’s movement in the X axis.


    • axis_lock_linear_y

    Lock the body’s movement in the Y axis.


    • bool axis_lock_linear_z

    Default

    false

    Setter

    set_axis_lock(value)

    Getter

    get_axis_lock()

    Lock the body’s movement in the Z axis.


    • bounce

    Setter

    set_bounce(value)

    Getter

    get_bounce()

    The body’s bounciness. Values range from 0 (no bounce) to (full bounciness).

    Deprecated, use PhysicsMaterial.bounce instead via .


    Default

    true

    Setter

    set_can_sleep(value)

    Getter

    is_able_to_sleep()

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

    Note: A RigidBody3D will never enter sleep mode automatically if its mode is . It can still be put to sleep manually by setting its sleeping property to true.


    • contact_monitor

    Default

    false

    Setter

    set_contact_monitor(value)

    Getter

    is_contact_monitor_enabled()

    If true, the RigidBody will emit signals when it collides with another RigidBody. See also contacts_reported.


    • contacts_reported

    0

    Setter

    set_max_contacts_reported(value)

    Getter

    get_max_contacts_reported()

    The maximum number of contacts that will be recorded. Requires contact_monitor to be set to true.

    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).


    • continuous_cd

    Default

    false

    Setter

    set_use_continuous_collision_detection(value)

    Getter

    is_using_continuous_collision_detection()

    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.


    • bool custom_integrator

    Default

    false

    Setter

    set_use_custom_integrator(value)

    Getter

    is_using_custom_integrator()

    If true, internal force integration will be disabled (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the function, if defined.


    The body’s friction, from 0 (frictionless) to 1 (max friction).

    Deprecated, use instead via physics_material_override.


    Default

    1.0

    Setter

    set_gravity_scale(value)

    Getter

    get_gravity_scale()

    This is multiplied by the global 3D gravity setting found in Project > Project Settings > Physics > 3d to produce RigidBody’s gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object.


    • linear_damp

    Default

    -1.0

    Setter

    set_linear_damp(value)

    Getter

    get_linear_damp()

    The body’s linear damp. Cannot be less than -1.0. If this value is different from -1.0 it will be added to any linear damp derived from the world or areas.

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


    • linear_velocity

    Default

    Vector3( 0, 0, 0 )

    Setter

    set_linear_velocity(value)

    Getter

    get_linear_velocity()

    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 _integrate_forces as your process loop for precise control of the body state.


    • mass

    Default

    1.0

    Setter

    set_mass(value)

    Getter

    get_mass()

    The body’s mass.


    Default

    0

    Setter

    set_mode(value)

    Getter

    get_mode()

    The body mode. See for possible values.


    Setter

    set_physics_material_override(value)

    Getter

    get_physics_material_override()

    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.


    • sleeping

    Default

    false

    Setter

    set_sleeping(value)

    Getter

    is_sleeping()

    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 apply_impulse or methods.


    The body’s weight based on its mass and the global 3D gravity. Global values are set in Project > Project Settings > Physics > 3d.

    Method Descriptions

    Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default, it works in addition to the usual physics behavior, but the property allows you to disable the default behavior and do fully custom force integration for a body.


    • void add_central_force ( Vector3 force )

    Adds a constant directional force (i.e. acceleration) without affecting rotation.

    This is equivalent to add_force(force, Vector3(0,0,0)).


    • void add_force ( force, Vector3 position )

    Adds a constant directional force (i.e. acceleration).

    The position uses the rotation of the global coordinate system, but is centered at the object’s origin.


    • void add_torque ( torque )

    Adds a constant rotational force (i.e. a motor) without affecting position.


    • void apply_central_impulse ( Vector3 impulse )

    Applies a directional impulse without affecting rotation.

    This is equivalent to apply_impulse(Vector3(0,0,0), impulse).


    • void apply_impulse ( position, Vector3 impulse )

    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.


    • void apply_torque_impulse ( impulse )

    Applies a torque impulse which will be affected by the body mass and shape. This will rotate the body around the impulse vector passed.


    • bool get_axis_lock ( axis ) const

    Returns true if the specified linear or rotational axis is locked.


    • Array get_colliding_bodies ( ) const

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


    • get_inverse_inertia_tensor ( )

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


    Locks the specified linear or rotational axis.


    • void set_axis_velocity ( Vector3 axis_velocity )

    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.