RigidBodyComponent¶
RigidBodyComponent ¶
acceleration
property
writable
¶
acceleration: Vector2
Net acceleration applied every physics step, in addition to any per-frame add_force() calls
angular_acceleration
property
writable
¶
angular_acceleration: float
Angular acceleration in radians per second squared, applied every physics step
angular_damping
property
writable
¶
angular_damping: float
Fraction of angular velocity lost per second (0 = none, 1 = stops immediately)
inertia
property
writable
¶
inertia: float
Rotational inertia. Setting this directly overrides whatever recalculate_inertia()/mass changes would otherwise compute.
inverse_inertia
property
writable
¶
inverse_inertia: float
1/inertia. Set this to 0 to prevent rotation entirely.
inverse_mass
property
writable
¶
inverse_mass: float
1/mass. Set this to 0 to make the body immovable/infinite mass. Setting this also recalculates inertia from the current shape.
linear_damping
property
writable
¶
linear_damping: float
Fraction of linear velocity lost per second (0 = none, 1 = stops immediately)
mass
property
writable
¶
mass: float
Mass of the body. Values <= 0 are clamped to 0.001. Setting this also recalculates inertia from the current shape.
net_force
property
writable
¶
net_force: Vector2
Read-back of the total force accumulated this step, for inspection/debugging. Use add_force() to actually apply forces.
torque
property
writable
¶
torque: float
Read-back of the total torque accumulated this step, for inspection/debugging
add_component ¶
add_component(component_class: Any) -> typing.Any
Attach a new component of the given type to this component's owning Object.
Example
render = self.add_component(RenderComponent)
add_force_at_local_point ¶
add_force_at_local_point(force: Vector3, point: Vector3) -> None
Apply a force at a point given in this object's local/model coordinates
add_force_at_world_point ¶
add_force_at_world_point(force: Vector3, point: Vector3) -> None
Apply a force at a point given in world coordinates
add_object ¶
add_object(obj: Object, parent: Object = None) -> Object
Add a newly created Object to the scene, optionally parented to another Object
get_component ¶
get_component(component_class: Any) -> typing.Any
Look up a component on this Object
has_component ¶
has_component(component_class: Any) -> bool
Check whether this component's owning Object has a component of the given type
recalculate_inertia ¶
recalculate_inertia() -> None
Recompute inertia from the current shape and mass, e.g. after resizing
remove_component ¶
remove_component(component_class: Any) -> None
Remove a component of the given type from this component's owning Object
set_acceleration ¶
set_acceleration(acceleration: Vector2) -> None
Set acceleration. See the acceleration property.
set_angular_acceleration ¶
set_angular_acceleration(angular_acceleration: SupportsFloat | SupportsIndex) -> None
Set angular_acceleration. See the angular_acceleration property.
set_angular_damping ¶
set_angular_damping(angular_damping: SupportsFloat | SupportsIndex) -> None
Set angular_damping. See the angular_damping property.
set_angular_velocity ¶
set_angular_velocity(angular_velocity: SupportsFloat | SupportsIndex) -> None
Set angular_velocity. See the angular_velocity property.
set_inertia ¶
set_inertia(inertia: SupportsFloat | SupportsIndex) -> None
Set inertia. See the inertia property.
set_inverse_inertia ¶
set_inverse_inertia(inverse_inertia: SupportsFloat | SupportsIndex) -> None
Set inverse_inertia. See the inverse_inertia property.
set_inverse_mass ¶
set_inverse_mass(inverse_mass: SupportsFloat | SupportsIndex) -> None
Set inverse_mass. See the inverse_mass property.
set_linear_damping ¶
set_linear_damping(linear_damping: SupportsFloat | SupportsIndex) -> None
Set linear_damping. See the linear_damping property.
set_net_force ¶
set_net_force(net_force: Vector2) -> None
Set net_force. See the net_force property.
set_torque ¶
set_torque(torque: SupportsFloat | SupportsIndex) -> None
Set torque. See the torque property.