reckfellENGINE

PhysicsDirectBodyState3DExtension

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

On this page
class PhysicsDirectBodyState3DExtensionReckfellSharpInherits PhysicsDirectBodyState3D

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

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 ReckfellExtension to create custom implementations of PhysicsDirectBodyState3D.

Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.

Constructors1

PhysicsDirectBodyState3DExtensionConstructor
# PhysicsDirectBodyState3DExtension
C#
public PhysicsDirectBodyState3DExtension();

Methods50

_AddConstantCentralForcevoid
# _AddConstantCentralForce
C#
public virtual void _AddConstantCentralForce(Vector3 force);
Parameters
NameTypeDefault
forceVector3—
_AddConstantForcevoid
# _AddConstantForce
C#
public virtual void _AddConstantForce(Vector3 force, Vector3 position);
Parameters
NameTypeDefault
forceVector3—
positionVector3—
_AddConstantTorquevoid
# _AddConstantTorque
C#
public virtual void _AddConstantTorque(Vector3 torque);
Parameters
NameTypeDefault
torqueVector3—
_ApplyCentralForcevoid
# _ApplyCentralForce
C#
public virtual void _ApplyCentralForce(Vector3 force);
Parameters
NameTypeDefault
forceVector3—
_ApplyCentralImpulsevoid
# _ApplyCentralImpulse
C#
public virtual void _ApplyCentralImpulse(Vector3 impulse);
Parameters
NameTypeDefault
impulseVector3—
_ApplyForcevoid
# _ApplyForce
C#
public virtual void _ApplyForce(Vector3 force, Vector3 position);
Parameters
NameTypeDefault
forceVector3—
positionVector3—
_ApplyImpulsevoid
# _ApplyImpulse
C#
public virtual void _ApplyImpulse(Vector3 impulse, Vector3 position);
Parameters
NameTypeDefault
impulseVector3—
positionVector3—
_ApplyTorquevoid
# _ApplyTorque
C#
public virtual void _ApplyTorque(Vector3 torque);
Parameters
NameTypeDefault
torqueVector3—
_ApplyTorqueImpulsevoid
# _ApplyTorqueImpulse
C#
public virtual void _ApplyTorqueImpulse(Vector3 impulse);
Parameters
NameTypeDefault
impulseVector3—
_GetAngularVelocityVector3
# _GetAngularVelocity
C#
public virtual Vector3 _GetAngularVelocity();
Returns Vector3
_GetCenterOfMassVector3
# _GetCenterOfMass
C#
public virtual Vector3 _GetCenterOfMass();
Returns Vector3
_GetCenterOfMassLocalVector3
# _GetCenterOfMassLocal
C#
public virtual Vector3 _GetCenterOfMassLocal();
Returns Vector3
_GetCollisionLayeruint
# _GetCollisionLayer
C#
public virtual uint _GetCollisionLayer();
Returns uint
_GetCollisionMaskuint
# _GetCollisionMask
C#
public virtual uint _GetCollisionMask();
Returns uint
_GetConstantForceVector3
# _GetConstantForce
C#
public virtual Vector3 _GetConstantForce();
Returns Vector3
_GetConstantTorqueVector3
# _GetConstantTorque
C#
public virtual Vector3 _GetConstantTorque();
Returns Vector3
_GetContactColliderRid
# _GetContactCollider
C#
public virtual Rid _GetContactCollider(int contactIdx);
Parameters
NameTypeDefault
contactIdxint—
Returns Rid
_GetContactColliderIdulong
# _GetContactColliderId
C#
public virtual ulong _GetContactColliderId(int contactIdx);
Parameters
NameTypeDefault
contactIdxint—
Returns ulong
_GetContactColliderObjectReckfellObject
# _GetContactColliderObject
C#
public virtual ReckfellObject _GetContactColliderObject(int contactIdx);
Parameters
NameTypeDefault
contactIdxint—
Returns ReckfellObject
_GetContactColliderPositionVector3
# _GetContactColliderPosition
C#
public virtual Vector3 _GetContactColliderPosition(int contactIdx);
Parameters
NameTypeDefault
contactIdxint—
Returns Vector3
_GetContactColliderShapeint
# _GetContactColliderShape
C#
public virtual int _GetContactColliderShape(int contactIdx);
Parameters
NameTypeDefault
contactIdxint—
Returns int
_GetContactColliderVelocityAtPositionVector3
# _GetContactColliderVelocityAtPosition
C#
public virtual Vector3 _GetContactColliderVelocityAtPosition(int contactIdx);
Parameters
NameTypeDefault
contactIdxint—
Returns Vector3
_GetContactCountint
# _GetContactCount
C#
public virtual int _GetContactCount();
Returns int
_GetContactImpulseVector3
# _GetContactImpulse
C#
public virtual Vector3 _GetContactImpulse(int contactIdx);
Parameters
NameTypeDefault
contactIdxint—
Returns Vector3
_GetContactLocalNormalVector3
# _GetContactLocalNormal
C#
public virtual Vector3 _GetContactLocalNormal(int contactIdx);
Parameters
NameTypeDefault
contactIdxint—
Returns Vector3
_GetContactLocalPositionVector3
# _GetContactLocalPosition
C#
public virtual Vector3 _GetContactLocalPosition(int contactIdx);
Parameters
NameTypeDefault
contactIdxint—
Returns Vector3
_GetContactLocalShapeint
# _GetContactLocalShape
C#
public virtual int _GetContactLocalShape(int contactIdx);
Parameters
NameTypeDefault
contactIdxint—
Returns int
_GetContactLocalVelocityAtPositionVector3
# _GetContactLocalVelocityAtPosition
C#
public virtual Vector3 _GetContactLocalVelocityAtPosition(int contactIdx);
Parameters
NameTypeDefault
contactIdxint—
Returns Vector3
_GetInverseInertiaVector3
# _GetInverseInertia
C#
public virtual Vector3 _GetInverseInertia();
Returns Vector3
_GetInverseInertiaTensorBasis
# _GetInverseInertiaTensor
C#
public virtual Basis _GetInverseInertiaTensor();
Returns Basis
_GetInverseMassfloat
# _GetInverseMass
C#
public virtual float _GetInverseMass();
Returns float
_GetLinearVelocityVector3
# _GetLinearVelocity
C#
public virtual Vector3 _GetLinearVelocity();
Returns Vector3
_GetPrincipalInertiaAxesBasis
# _GetPrincipalInertiaAxes
C#
public virtual Basis _GetPrincipalInertiaAxes();
Returns Basis
_GetSpaceStatePhysicsDirectSpaceState3D
# _GetSpaceState
C#
public virtual PhysicsDirectSpaceState3D _GetSpaceState();
Returns PhysicsDirectSpaceState3D
_GetStepfloat
# _GetStep
C#
public virtual float _GetStep();
Returns float
_GetTotalAngularDampfloat
# _GetTotalAngularDamp
C#
public virtual float _GetTotalAngularDamp();
Returns float
_GetTotalGravityVector3
# _GetTotalGravity
C#
public virtual Vector3 _GetTotalGravity();
Returns Vector3
_GetTotalLinearDampfloat
# _GetTotalLinearDamp
C#
public virtual float _GetTotalLinearDamp();
Returns float
_GetTransformTransform3D
# _GetTransform
C#
public virtual Transform3D _GetTransform();
Returns Transform3D
_GetVelocityAtLocalPositionVector3
# _GetVelocityAtLocalPosition
C#
public virtual Vector3 _GetVelocityAtLocalPosition(Vector3 localPosition);
Parameters
NameTypeDefault
localPositionVector3—
Returns Vector3
_IntegrateForcesvoid
# _IntegrateForces
C#
public virtual void _IntegrateForces();
_IsSleepingbool
# _IsSleeping
C#
public virtual bool _IsSleeping();
Returns bool
_SetAngularVelocityvoid
# _SetAngularVelocity
C#
public virtual void _SetAngularVelocity(Vector3 velocity);
Parameters
NameTypeDefault
velocityVector3—
_SetCollisionLayervoid
# _SetCollisionLayer
C#
public virtual void _SetCollisionLayer(uint layer);
Parameters
NameTypeDefault
layeruint—
_SetCollisionMaskvoid
# _SetCollisionMask
C#
public virtual void _SetCollisionMask(uint mask);
Parameters
NameTypeDefault
maskuint—
_SetConstantForcevoid
# _SetConstantForce
C#
public virtual void _SetConstantForce(Vector3 force);
Parameters
NameTypeDefault
forceVector3—
_SetConstantTorquevoid
# _SetConstantTorque
C#
public virtual void _SetConstantTorque(Vector3 torque);
Parameters
NameTypeDefault
torqueVector3—
_SetLinearVelocityvoid
# _SetLinearVelocity
C#
public virtual void _SetLinearVelocity(Vector3 velocity);
Parameters
NameTypeDefault
velocityVector3—
_SetSleepStatevoid
# _SetSleepState
C#
public virtual void _SetSleepState(bool enabled);
Parameters
NameTypeDefault
enabledbool—
_SetTransformvoid
# _SetTransform
C#
public virtual void _SetTransform(Transform3D transform);
Parameters
NameTypeDefault
transformTransform3D—
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