( name: typing.Optional[str] = None mass: typing.Optional[float] = None center_of_mass: typing.Optional[typing.List[float]] = None inertia_tensor: typing.Optional[typing.List[float]] = None linear_drag: typing.Optional[float] = None angular_drag: typing.Optional[float] = None constraints: typing.Optional[typing.List[str]] = None use_gravity: typing.Optional[bool] = None collision_detection: typing.Optional[str] = None kinematic: typing.Optional[bool] = None )
Parameters
string, optional, defaults to None) —
The user-defined name of this material.
float, optional, defaults to 1.0) —
Mass of the rigidbody.
List[float], optional, defaults to [0.0, 0.0, 0.0]) —
Center of mass of the rigidbody.
List[float], optional, defaults to None) —
Inertia tensor of the rigidbody.
float, optional, defaults to 0.0) —
Linear drag of the rigidbody.
float, optional, defaults to 0.0) —
Angular drag of the rigidbody.
[]) —
List of constraints to apply to the rigidbody, selected in:
[ “freeze_position_x”,
“freeze_position_y”,
“freeze_position_z”,
“freeze_rotation_x”,
“freeze_rotation_y”,
“freeze_rotation_z”,
]
bool, optional, defaults to True) —
Whether the rigidbody should ignore gravity.
str, optional, defaults to "discrete") —
Whether to use discrete or continuous collision detection, for slower but more precise collision detection
(recommended for small but fast-moving objects).
bool, optional, defaults to False) —
Set to True to ignore force collisions and treat the rigidbody as a fix/static object.
Equivalent to isKinematic in Unity, custom_integrator in Godot and a mass = 0 in Bullet.
A rigid body characteristics that can be added to a primitive.