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PhysicsDirectBodyState3DExtensionΒΆ

Inherits: PhysicsDirectBodyState3D < Object

Provides virtual methods that can be overridden to create custom PhysicsDirectBodyState3D implementations.

DescriptionΒΆ

This class extends PhysicsDirectBodyState3D by providing additional virtual methods that can be overridden. When these methods are overridden, they will be called instead of the internal methods of the physics server.

Intended for use with GDExtension to create custom implementations of PhysicsDirectBodyState3D.

MethodsΒΆ

void

_add_constant_central_force(force: Vector3) virtual

void

_add_constant_force(force: Vector3, position: Vector3) virtual

void

_add_constant_torque(torque: Vector3) virtual

void

_apply_central_force(force: Vector3) virtual

void

_apply_central_impulse(impulse: Vector3) virtual

void

_apply_force(force: Vector3, position: Vector3) virtual

void

_apply_impulse(impulse: Vector3, position: Vector3) virtual

void

_apply_torque(torque: Vector3) virtual

void

_apply_torque_impulse(impulse: Vector3) virtual

Vector3

_get_angular_velocity() virtual const

Vector3

_get_center_of_mass() virtual const

Vector3

_get_center_of_mass_local() virtual const

Vector3

_get_constant_force() virtual const

Vector3

_get_constant_torque() virtual const

RID

_get_contact_collider(contact_idx: int) virtual const

int

_get_contact_collider_id(contact_idx: int) virtual const

Object

_get_contact_collider_object(contact_idx: int) virtual const

Vector3

_get_contact_collider_position(contact_idx: int) virtual const

int

_get_contact_collider_shape(contact_idx: int) virtual const

Vector3

_get_contact_collider_velocity_at_position(contact_idx: int) virtual const

int

_get_contact_count() virtual const

Vector3

_get_contact_impulse(contact_idx: int) virtual const

Vector3

_get_contact_local_normal(contact_idx: int) virtual const

Vector3

_get_contact_local_position(contact_idx: int) virtual const

int

_get_contact_local_shape(contact_idx: int) virtual const

Vector3

_get_contact_local_velocity_at_position(contact_idx: int) virtual const

Vector3

_get_inverse_inertia() virtual const

Basis

_get_inverse_inertia_tensor() virtual const

float

_get_inverse_mass() virtual const

Vector3

_get_linear_velocity() virtual const

Basis

_get_principal_inertia_axes() virtual const

PhysicsDirectSpaceState3D

_get_space_state() virtual

float

_get_step() virtual const

float

_get_total_angular_damp() virtual const

Vector3

_get_total_gravity() virtual const

float

_get_total_linear_damp() virtual const

Transform3D

_get_transform() virtual const

Vector3

_get_velocity_at_local_position(local_position: Vector3) virtual const

void

_integrate_forces() virtual

bool

_is_sleeping() virtual const

void

_set_angular_velocity(velocity: Vector3) virtual

void

_set_constant_force(force: Vector3) virtual

void

_set_constant_torque(torque: Vector3) virtual

void

_set_linear_velocity(velocity: Vector3) virtual

void

_set_sleep_state(enabled: bool) virtual

void

_set_transform(transform: Transform3D) virtual


Method DescriptionsΒΆ

void _add_constant_central_force(force: Vector3) virtual πŸ”—

There is currently no description for this method. Please help us by contributing one!


void _add_constant_force(force: Vector3, position: Vector3) virtual πŸ”—

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void _add_constant_torque(torque: Vector3) virtual πŸ”—

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void _apply_central_force(force: Vector3) virtual πŸ”—

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void _apply_central_impulse(impulse: Vector3) virtual πŸ”—

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void _apply_force(force: Vector3, position: Vector3) virtual πŸ”—

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void _apply_impulse(impulse: Vector3, position: Vector3) virtual πŸ”—

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void _apply_torque(torque: Vector3) virtual πŸ”—

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void _apply_torque_impulse(impulse: Vector3) virtual πŸ”—

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Vector3 _get_angular_velocity() virtual const πŸ”—

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Vector3 _get_center_of_mass() virtual const πŸ”—

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Vector3 _get_center_of_mass_local() virtual const πŸ”—

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Vector3 _get_constant_force() virtual const πŸ”—

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Vector3 _get_constant_torque() virtual const πŸ”—

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RID _get_contact_collider(contact_idx: int) virtual const πŸ”—

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int _get_contact_collider_id(contact_idx: int) virtual const πŸ”—

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Object _get_contact_collider_object(contact_idx: int) virtual const πŸ”—

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Vector3 _get_contact_collider_position(contact_idx: int) virtual const πŸ”—

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int _get_contact_collider_shape(contact_idx: int) virtual const πŸ”—

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Vector3 _get_contact_collider_velocity_at_position(contact_idx: int) virtual const πŸ”—

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int _get_contact_count() virtual const πŸ”—

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Vector3 _get_contact_impulse(contact_idx: int) virtual const πŸ”—

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Vector3 _get_contact_local_normal(contact_idx: int) virtual const πŸ”—

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Vector3 _get_contact_local_position(contact_idx: int) virtual const πŸ”—

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int _get_contact_local_shape(contact_idx: int) virtual const πŸ”—

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Vector3 _get_contact_local_velocity_at_position(contact_idx: int) virtual const πŸ”—

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Vector3 _get_inverse_inertia() virtual const πŸ”—

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Basis _get_inverse_inertia_tensor() virtual const πŸ”—

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float _get_inverse_mass() virtual const πŸ”—

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Vector3 _get_linear_velocity() virtual const πŸ”—

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Basis _get_principal_inertia_axes() virtual const πŸ”—

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PhysicsDirectSpaceState3D _get_space_state() virtual πŸ”—

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float _get_step() virtual const πŸ”—

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float _get_total_angular_damp() virtual const πŸ”—

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Vector3 _get_total_gravity() virtual const πŸ”—

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float _get_total_linear_damp() virtual const πŸ”—

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Transform3D _get_transform() virtual const πŸ”—

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Vector3 _get_velocity_at_local_position(local_position: Vector3) virtual const πŸ”—

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void _integrate_forces() virtual πŸ”—

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bool _is_sleeping() virtual const πŸ”—

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void _set_angular_velocity(velocity: Vector3) virtual πŸ”—

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void _set_constant_force(force: Vector3) virtual πŸ”—

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void _set_constant_torque(torque: Vector3) virtual πŸ”—

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void _set_linear_velocity(velocity: Vector3) virtual πŸ”—

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void _set_sleep_state(enabled: bool) virtual πŸ”—

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void _set_transform(transform: Transform3D) virtual πŸ”—

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