PhysicsDirectBodyState3DExtension
Provides virtual methods that can be overridden to create custom PhysicsDirectBodyState3D implementations.
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
public PhysicsDirectBodyState3DExtension();Methods50
_AddConstantCentralForcevoid
public virtual void _AddConstantCentralForce(Vector3 force);| Name | Type | Default |
|---|---|---|
force | Vector3 | — |
_AddConstantForcevoid
public virtual void _AddConstantForce(Vector3 force, Vector3 position);| Name | Type | Default |
|---|---|---|
force | Vector3 | — |
position | Vector3 | — |
_AddConstantTorquevoid
public virtual void _AddConstantTorque(Vector3 torque);| Name | Type | Default |
|---|---|---|
torque | Vector3 | — |
_ApplyCentralForcevoid
public virtual void _ApplyCentralForce(Vector3 force);| Name | Type | Default |
|---|---|---|
force | Vector3 | — |
_ApplyCentralImpulsevoid
public virtual void _ApplyCentralImpulse(Vector3 impulse);| Name | Type | Default |
|---|---|---|
impulse | Vector3 | — |
_ApplyForcevoid
public virtual void _ApplyForce(Vector3 force, Vector3 position);| Name | Type | Default |
|---|---|---|
force | Vector3 | — |
position | Vector3 | — |
_ApplyImpulsevoid
public virtual void _ApplyImpulse(Vector3 impulse, Vector3 position);| Name | Type | Default |
|---|---|---|
impulse | Vector3 | — |
position | Vector3 | — |
_ApplyTorquevoid
public virtual void _ApplyTorque(Vector3 torque);| Name | Type | Default |
|---|---|---|
torque | Vector3 | — |
_ApplyTorqueImpulsevoid
public virtual void _ApplyTorqueImpulse(Vector3 impulse);| Name | Type | Default |
|---|---|---|
impulse | Vector3 | — |
_GetAngularVelocityVector3
public virtual Vector3 _GetAngularVelocity();Returns
Vector3_GetCenterOfMassVector3
public virtual Vector3 _GetCenterOfMass();Returns
Vector3_GetCenterOfMassLocalVector3
public virtual Vector3 _GetCenterOfMassLocal();Returns
Vector3_GetCollisionLayeruint
public virtual uint _GetCollisionLayer();Returns
uint_GetCollisionMaskuint
public virtual uint _GetCollisionMask();Returns
uint_GetConstantForceVector3
public virtual Vector3 _GetConstantForce();Returns
Vector3_GetConstantTorqueVector3
public virtual Vector3 _GetConstantTorque();Returns
Vector3_GetContactColliderRid
public virtual Rid _GetContactCollider(int contactIdx);| Name | Type | Default |
|---|---|---|
contactIdx | int | — |
Returns
Rid_GetContactColliderIdulong
public virtual ulong _GetContactColliderId(int contactIdx);| Name | Type | Default |
|---|---|---|
contactIdx | int | — |
Returns
ulong_GetContactColliderObjectReckfellObject
public virtual ReckfellObject _GetContactColliderObject(int contactIdx);| Name | Type | Default |
|---|---|---|
contactIdx | int | — |
Returns
ReckfellObject_GetContactColliderPositionVector3
public virtual Vector3 _GetContactColliderPosition(int contactIdx);| Name | Type | Default |
|---|---|---|
contactIdx | int | — |
Returns
Vector3_GetContactColliderShapeint
public virtual int _GetContactColliderShape(int contactIdx);| Name | Type | Default |
|---|---|---|
contactIdx | int | — |
Returns
int_GetContactColliderVelocityAtPositionVector3
public virtual Vector3 _GetContactColliderVelocityAtPosition(int contactIdx);| Name | Type | Default |
|---|---|---|
contactIdx | int | — |
Returns
Vector3_GetContactCountint
public virtual int _GetContactCount();Returns
int_GetContactImpulseVector3
public virtual Vector3 _GetContactImpulse(int contactIdx);| Name | Type | Default |
|---|---|---|
contactIdx | int | — |
Returns
Vector3_GetContactLocalNormalVector3
public virtual Vector3 _GetContactLocalNormal(int contactIdx);| Name | Type | Default |
|---|---|---|
contactIdx | int | — |
Returns
Vector3_GetContactLocalPositionVector3
public virtual Vector3 _GetContactLocalPosition(int contactIdx);| Name | Type | Default |
|---|---|---|
contactIdx | int | — |
Returns
Vector3_GetContactLocalShapeint
public virtual int _GetContactLocalShape(int contactIdx);| Name | Type | Default |
|---|---|---|
contactIdx | int | — |
Returns
int_GetContactLocalVelocityAtPositionVector3
public virtual Vector3 _GetContactLocalVelocityAtPosition(int contactIdx);| Name | Type | Default |
|---|---|---|
contactIdx | int | — |
Returns
Vector3_GetInverseInertiaVector3
public virtual Vector3 _GetInverseInertia();Returns
Vector3_GetInverseInertiaTensorBasis
public virtual Basis _GetInverseInertiaTensor();Returns
Basis_GetInverseMassfloat
public virtual float _GetInverseMass();Returns
float_GetLinearVelocityVector3
public virtual Vector3 _GetLinearVelocity();Returns
Vector3_GetPrincipalInertiaAxesBasis
public virtual Basis _GetPrincipalInertiaAxes();Returns
Basis_GetSpaceStatePhysicsDirectSpaceState3D
public virtual PhysicsDirectSpaceState3D _GetSpaceState();Returns
PhysicsDirectSpaceState3D_GetStepfloat
public virtual float _GetStep();Returns
float_GetTotalAngularDampfloat
public virtual float _GetTotalAngularDamp();Returns
float_GetTotalGravityVector3
public virtual Vector3 _GetTotalGravity();Returns
Vector3_GetTotalLinearDampfloat
public virtual float _GetTotalLinearDamp();Returns
float_GetTransformTransform3D
public virtual Transform3D _GetTransform();Returns
Transform3D_GetVelocityAtLocalPositionVector3
public virtual Vector3 _GetVelocityAtLocalPosition(Vector3 localPosition);| Name | Type | Default |
|---|---|---|
localPosition | Vector3 | — |
Returns
Vector3_IntegrateForcesvoid
public virtual void _IntegrateForces();_IsSleepingbool
public virtual bool _IsSleeping();Returns
bool_SetAngularVelocityvoid
public virtual void _SetAngularVelocity(Vector3 velocity);| Name | Type | Default |
|---|---|---|
velocity | Vector3 | — |
_SetCollisionLayervoid
public virtual void _SetCollisionLayer(uint layer);| Name | Type | Default |
|---|---|---|
layer | uint | — |
_SetCollisionMaskvoid
public virtual void _SetCollisionMask(uint mask);| Name | Type | Default |
|---|---|---|
mask | uint | — |
_SetConstantForcevoid
public virtual void _SetConstantForce(Vector3 force);| Name | Type | Default |
|---|---|---|
force | Vector3 | — |
_SetConstantTorquevoid
public virtual void _SetConstantTorque(Vector3 torque);| Name | Type | Default |
|---|---|---|
torque | Vector3 | — |
_SetLinearVelocityvoid
public virtual void _SetLinearVelocity(Vector3 velocity);| Name | Type | Default |
|---|---|---|
velocity | Vector3 | — |
_SetSleepStatevoid
public virtual void _SetSleepState(bool enabled);| Name | Type | Default |
|---|---|---|
enabled | bool | — |
_SetTransformvoid
public virtual void _SetTransform(Transform3D transform);| Name | Type | Default |
|---|---|---|
transform | Transform3D | — |
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