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PhysicsDirectBodyState3DExtension ​

Inherits: PhysicsDirectBodyState3D < Object

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

Description

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.

Methods

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 Descriptions

void _add_constant_central_force(force: Vector3) virtual 🔗

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void _add_constant_force(force: Vector3, position: Vector3) virtual 🔗

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void _add_constant_torque(torque: Vector3) virtual 🔗

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void _apply_central_force(force: Vector3) virtual 🔗

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void _apply_central_impulse(impulse: Vector3) virtual 🔗

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void _apply_force(force: Vector3, position: Vector3) virtual 🔗

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void _apply_impulse(impulse: Vector3, position: Vector3) virtual 🔗

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void _apply_torque(torque: Vector3) virtual 🔗

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void _apply_torque_impulse(impulse: Vector3) virtual 🔗

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Vector3 _get_angular_velocity() virtual const 🔗

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Vector3 _get_center_of_mass() virtual const 🔗

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Vector3 _get_center_of_mass_local() virtual const 🔗

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Vector3 _get_constant_force() virtual const 🔗

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Vector3 _get_constant_torque() virtual const 🔗

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RID _get_contact_collider(contact_idx: int) virtual const 🔗

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int _get_contact_collider_id(contact_idx: int) virtual const 🔗

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Object _get_contact_collider_object(contact_idx: int) virtual const 🔗

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Vector3 _get_contact_collider_position(contact_idx: int) virtual const 🔗

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int _get_contact_collider_shape(contact_idx: int) virtual const 🔗

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Vector3 _get_contact_collider_velocity_at_position(contact_idx: int) virtual const 🔗

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int _get_contact_count() virtual const 🔗

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Vector3 _get_contact_impulse(contact_idx: int) virtual const 🔗

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Vector3 _get_contact_local_normal(contact_idx: int) virtual const 🔗

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Vector3 _get_contact_local_position(contact_idx: int) virtual const 🔗

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int _get_contact_local_shape(contact_idx: int) virtual const 🔗

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Vector3 _get_contact_local_velocity_at_position(contact_idx: int) virtual const 🔗

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Vector3 _get_inverse_inertia() virtual const 🔗

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Basis _get_inverse_inertia_tensor() virtual const 🔗

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float _get_inverse_mass() virtual const 🔗

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Vector3 _get_linear_velocity() virtual const 🔗

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Basis _get_principal_inertia_axes() virtual const 🔗

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PhysicsDirectSpaceState3D _get_space_state() virtual 🔗

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float _get_step() virtual const 🔗

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float _get_total_angular_damp() virtual const 🔗

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Vector3 _get_total_gravity() virtual const 🔗

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float _get_total_linear_damp() virtual const 🔗

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Transform3D _get_transform() virtual const 🔗

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Vector3 _get_velocity_at_local_position(local_position: Vector3) virtual const 🔗

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void _integrate_forces() virtual 🔗

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bool _is_sleeping() virtual const 🔗

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void _set_angular_velocity(velocity: Vector3) virtual 🔗

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void _set_constant_force(force: Vector3) virtual 🔗

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void _set_constant_torque(torque: Vector3) virtual 🔗

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void _set_linear_velocity(velocity: Vector3) virtual 🔗

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void _set_sleep_state(enabled: bool) virtual 🔗

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void _set_transform(transform: Transform3D) virtual 🔗

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