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classref: Sync with latest 4.0-alpha
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@@ -59,47 +59,61 @@ Properties
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Methods
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-------
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+-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`add_central_force<class_PhysicsDirectBodyState3D_method_add_central_force>` **(** :ref:`Vector3<class_Vector3>` force=Vector3(0, 0, 0) **)** |
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+-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`add_force<class_PhysicsDirectBodyState3D_method_add_force>` **(** :ref:`Vector3<class_Vector3>` force, :ref:`Vector3<class_Vector3>` position=Vector3(0, 0, 0) **)** |
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+-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`add_torque<class_PhysicsDirectBodyState3D_method_add_torque>` **(** :ref:`Vector3<class_Vector3>` torque **)** |
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+-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`apply_central_impulse<class_PhysicsDirectBodyState3D_method_apply_central_impulse>` **(** :ref:`Vector3<class_Vector3>` impulse=Vector3(0, 0, 0) **)** |
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+-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`apply_impulse<class_PhysicsDirectBodyState3D_method_apply_impulse>` **(** :ref:`Vector3<class_Vector3>` impulse, :ref:`Vector3<class_Vector3>` position=Vector3(0, 0, 0) **)** |
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+-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`apply_torque_impulse<class_PhysicsDirectBodyState3D_method_apply_torque_impulse>` **(** :ref:`Vector3<class_Vector3>` impulse **)** |
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+-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`RID<class_RID>` | :ref:`get_contact_collider<class_PhysicsDirectBodyState3D_method_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_PhysicsDirectBodyState3D_method_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_PhysicsDirectBodyState3D_method_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_PhysicsDirectBodyState3D_method_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_PhysicsDirectBodyState3D_method_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_PhysicsDirectBodyState3D_method_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_PhysicsDirectBodyState3D_method_get_contact_count>` **(** **)** |const| |
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+-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`get_contact_impulse<class_PhysicsDirectBodyState3D_method_get_contact_impulse>` **(** :ref:`int<class_int>` contact_idx **)** |const| |
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+-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Vector3<class_Vector3>` | :ref:`get_contact_local_normal<class_PhysicsDirectBodyState3D_method_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_PhysicsDirectBodyState3D_method_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_PhysicsDirectBodyState3D_method_get_contact_local_shape>` **(** :ref:`int<class_int>` contact_idx **)** |const| |
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+-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`PhysicsDirectSpaceState3D<class_PhysicsDirectSpaceState3D>` | :ref:`get_space_state<class_PhysicsDirectBodyState3D_method_get_space_state>` **(** **)** |
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+-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Vector3<class_Vector3>` | :ref:`get_velocity_at_local_position<class_PhysicsDirectBodyState3D_method_get_velocity_at_local_position>` **(** :ref:`Vector3<class_Vector3>` local_position **)** |const| |
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+-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`integrate_forces<class_PhysicsDirectBodyState3D_method_integrate_forces>` **(** **)** |
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+-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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+-------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`add_constant_central_force<class_PhysicsDirectBodyState3D_method_add_constant_central_force>` **(** :ref:`Vector3<class_Vector3>` force=Vector3(0, 0, 0) **)** |
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+-------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`add_constant_force<class_PhysicsDirectBodyState3D_method_add_constant_force>` **(** :ref:`Vector3<class_Vector3>` force, :ref:`Vector3<class_Vector3>` position=Vector3(0, 0, 0) **)** |
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+-------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`add_constant_torque<class_PhysicsDirectBodyState3D_method_add_constant_torque>` **(** :ref:`Vector3<class_Vector3>` torque **)** |
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+-------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`apply_central_force<class_PhysicsDirectBodyState3D_method_apply_central_force>` **(** :ref:`Vector3<class_Vector3>` force=Vector3(0, 0, 0) **)** |
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+-------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`apply_central_impulse<class_PhysicsDirectBodyState3D_method_apply_central_impulse>` **(** :ref:`Vector3<class_Vector3>` impulse=Vector3(0, 0, 0) **)** |
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+-------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`apply_force<class_PhysicsDirectBodyState3D_method_apply_force>` **(** :ref:`Vector3<class_Vector3>` force, :ref:`Vector3<class_Vector3>` position=Vector3(0, 0, 0) **)** |
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+-------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`apply_impulse<class_PhysicsDirectBodyState3D_method_apply_impulse>` **(** :ref:`Vector3<class_Vector3>` impulse, :ref:`Vector3<class_Vector3>` position=Vector3(0, 0, 0) **)** |
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+-------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`apply_torque<class_PhysicsDirectBodyState3D_method_apply_torque>` **(** :ref:`Vector3<class_Vector3>` torque **)** |
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+-------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`apply_torque_impulse<class_PhysicsDirectBodyState3D_method_apply_torque_impulse>` **(** :ref:`Vector3<class_Vector3>` impulse **)** |
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+-------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Vector3<class_Vector3>` | :ref:`get_constant_force<class_PhysicsDirectBodyState3D_method_get_constant_force>` **(** **)** |const| |
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+-------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Vector3<class_Vector3>` | :ref:`get_constant_torque<class_PhysicsDirectBodyState3D_method_get_constant_torque>` **(** **)** |const| |
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+-------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`RID<class_RID>` | :ref:`get_contact_collider<class_PhysicsDirectBodyState3D_method_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_PhysicsDirectBodyState3D_method_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_PhysicsDirectBodyState3D_method_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_PhysicsDirectBodyState3D_method_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_PhysicsDirectBodyState3D_method_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_PhysicsDirectBodyState3D_method_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_PhysicsDirectBodyState3D_method_get_contact_count>` **(** **)** |const| |
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+-------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`get_contact_impulse<class_PhysicsDirectBodyState3D_method_get_contact_impulse>` **(** :ref:`int<class_int>` contact_idx **)** |const| |
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+-------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Vector3<class_Vector3>` | :ref:`get_contact_local_normal<class_PhysicsDirectBodyState3D_method_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_PhysicsDirectBodyState3D_method_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_PhysicsDirectBodyState3D_method_get_contact_local_shape>` **(** :ref:`int<class_int>` contact_idx **)** |const| |
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+-------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`PhysicsDirectSpaceState3D<class_PhysicsDirectSpaceState3D>` | :ref:`get_space_state<class_PhysicsDirectBodyState3D_method_get_space_state>` **(** **)** |
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+-------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Vector3<class_Vector3>` | :ref:`get_velocity_at_local_position<class_PhysicsDirectBodyState3D_method_get_velocity_at_local_position>` **(** :ref:`Vector3<class_Vector3>` local_position **)** |const| |
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+-------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`integrate_forces<class_PhysicsDirectBodyState3D_method_integrate_forces>` **(** **)** |
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+-------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_constant_force<class_PhysicsDirectBodyState3D_method_set_constant_force>` **(** :ref:`Vector3<class_Vector3>` force **)** |
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+-------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_constant_torque<class_PhysicsDirectBodyState3D_method_set_constant_torque>` **(** :ref:`Vector3<class_Vector3>` torque **)** |
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+-------------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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Property Descriptions
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---------------------
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@@ -114,7 +128,7 @@ Property Descriptions
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| *Getter* | get_angular_velocity() |
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+----------+-----------------------------+
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The body's rotational velocity.
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The body's rotational velocity in *radians* per second.
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----
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@@ -176,7 +190,7 @@ The inverse of the mass of the body.
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| *Getter* | get_linear_velocity() |
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+----------+----------------------------+
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The body's linear velocity.
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The body's linear velocity in units per second.
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----
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@@ -267,29 +281,41 @@ The body's transformation matrix.
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Method Descriptions
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-------------------
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.. _class_PhysicsDirectBodyState3D_method_add_central_force:
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.. _class_PhysicsDirectBodyState3D_method_add_constant_central_force:
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- void **add_central_force** **(** :ref:`Vector3<class_Vector3>` force=Vector3(0, 0, 0) **)**
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- void **add_constant_central_force** **(** :ref:`Vector3<class_Vector3>` force=Vector3(0, 0, 0) **)**
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Adds a constant directional force without affecting rotation.
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Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with ``constant_force = Vector3(0, 0, 0)``.
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This is equivalent to ``add_force(force, Vector3(0,0,0))``.
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This is equivalent to using :ref:`add_constant_force<class_PhysicsDirectBodyState3D_method_add_constant_force>` at the body's center of mass.
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----
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.. _class_PhysicsDirectBodyState3D_method_add_force:
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.. _class_PhysicsDirectBodyState3D_method_add_constant_force:
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- void **add_force** **(** :ref:`Vector3<class_Vector3>` force, :ref:`Vector3<class_Vector3>` position=Vector3(0, 0, 0) **)**
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- void **add_constant_force** **(** :ref:`Vector3<class_Vector3>` force, :ref:`Vector3<class_Vector3>` position=Vector3(0, 0, 0) **)**
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Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
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Adds a constant positioned force to the body that keeps being applied over time until cleared with ``constant_force = Vector3(0, 0, 0)``.
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\ ``position`` is the offset from the body origin in global coordinates.
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----
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.. _class_PhysicsDirectBodyState3D_method_add_torque:
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.. _class_PhysicsDirectBodyState3D_method_add_constant_torque:
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- void **add_torque** **(** :ref:`Vector3<class_Vector3>` torque **)**
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- void **add_constant_torque** **(** :ref:`Vector3<class_Vector3>` torque **)**
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Adds a constant rotational force without affecting position.
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Adds a constant rotational force without affecting position that keeps being applied over time until cleared with ``constant_torque = Vector3(0, 0, 0)``.
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----
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.. _class_PhysicsDirectBodyState3D_method_apply_central_force:
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- void **apply_central_force** **(** :ref:`Vector3<class_Vector3>` force=Vector3(0, 0, 0) **)**
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Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.
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This is equivalent to using :ref:`apply_force<class_PhysicsDirectBodyState3D_method_apply_force>` at the body's center of mass.
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----
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@@ -297,9 +323,21 @@ Adds a constant rotational force without affecting position.
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- void **apply_central_impulse** **(** :ref:`Vector3<class_Vector3>` impulse=Vector3(0, 0, 0) **)**
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Applies a single directional impulse without affecting rotation.
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Applies a directional impulse without affecting rotation.
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This is equivalent to ``apply_impulse(Vector3(0, 0, 0), impulse)``.
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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).
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This is equivalent to using :ref:`apply_impulse<class_PhysicsDirectBodyState3D_method_apply_impulse>` at the body's center of mass.
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----
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.. _class_PhysicsDirectBodyState3D_method_apply_force:
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- void **apply_force** **(** :ref:`Vector3<class_Vector3>` force, :ref:`Vector3<class_Vector3>` position=Vector3(0, 0, 0) **)**
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Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.
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\ ``position`` is the offset from the body origin in global coordinates.
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----
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@@ -307,7 +345,19 @@ This is equivalent to ``apply_impulse(Vector3(0, 0, 0), impulse)``.
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- void **apply_impulse** **(** :ref:`Vector3<class_Vector3>` impulse, :ref:`Vector3<class_Vector3>` position=Vector3(0, 0, 0) **)**
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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.
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Applies a positioned impulse to the body.
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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).
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\ ``position`` is the offset from the body origin in global coordinates.
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----
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.. _class_PhysicsDirectBodyState3D_method_apply_torque:
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- void **apply_torque** **(** :ref:`Vector3<class_Vector3>` torque **)**
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Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
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----
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@@ -315,7 +365,29 @@ Applies a positioned impulse to the body. An impulse is time-independent! Applyi
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- void **apply_torque_impulse** **(** :ref:`Vector3<class_Vector3>` impulse **)**
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Apply a torque impulse (which will be affected by the body mass and shape). This will rotate the body around the vector ``j`` passed as parameter.
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Applies a rotational impulse to the body without affecting the position.
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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).
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----
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.. _class_PhysicsDirectBodyState3D_method_get_constant_force:
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- :ref:`Vector3<class_Vector3>` **get_constant_force** **(** **)** |const|
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Returns the body's total constant positional forces applied during each physics update.
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See :ref:`add_constant_force<class_PhysicsDirectBodyState3D_method_add_constant_force>` and :ref:`add_constant_central_force<class_PhysicsDirectBodyState3D_method_add_constant_central_force>`.
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----
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.. _class_PhysicsDirectBodyState3D_method_get_constant_torque:
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- :ref:`Vector3<class_Vector3>` **get_constant_torque** **(** **)** |const|
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Returns the body's total constant rotational forces applied during each physics update.
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See :ref:`add_constant_torque<class_PhysicsDirectBodyState3D_method_add_constant_torque>`.
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----
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@@ -373,7 +445,7 @@ Returns the linear velocity vector at the collider's contact point.
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Returns the number of contacts this body has with other bodies.
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**Note:** By default, this returns 0 unless bodies are configured to monitor contacts. See :ref:`RigidDynamicBody3D.contact_monitor<class_RigidDynamicBody3D_property_contact_monitor>`.
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\ **Note:** By default, this returns 0 unless bodies are configured to monitor contacts. See :ref:`RigidDynamicBody3D.contact_monitor<class_RigidDynamicBody3D_property_contact_monitor>`.
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----
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@@ -431,6 +503,26 @@ Returns the body's velocity at the given relative position, including both trans
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Calls the built-in force integration code.
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----
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.. _class_PhysicsDirectBodyState3D_method_set_constant_force:
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- void **set_constant_force** **(** :ref:`Vector3<class_Vector3>` force **)**
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Sets the body's total constant positional forces applied during each physics update.
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See :ref:`add_constant_force<class_PhysicsDirectBodyState3D_method_add_constant_force>` and :ref:`add_constant_central_force<class_PhysicsDirectBodyState3D_method_add_constant_central_force>`.
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----
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.. _class_PhysicsDirectBodyState3D_method_set_constant_torque:
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- void **set_constant_torque** **(** :ref:`Vector3<class_Vector3>` torque **)**
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Sets the body's total constant rotational forces applied during each physics update.
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See :ref:`add_constant_torque<class_PhysicsDirectBodyState3D_method_add_constant_torque>`.
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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