Documentation
¶
Overview ¶
Package PhysicsDirectBodyState3D provides methods for working with PhysicsDirectBodyState3D object instances.
Index ¶
- type Advanced
- type Any
- type Expanded
- func (self Expanded) AddConstantCentralForce(force Vector3.XYZ)
- func (self Expanded) AddConstantForce(force Vector3.XYZ, position Vector3.XYZ)
- func (self Expanded) ApplyCentralForce(force Vector3.XYZ)
- func (self Expanded) ApplyCentralImpulse(impulse Vector3.XYZ)
- func (self Expanded) ApplyForce(force Vector3.XYZ, position Vector3.XYZ)
- func (self Expanded) ApplyImpulse(impulse Vector3.XYZ, position Vector3.XYZ)
- type Extension
- type ID
- type Instance
- func (self Instance) AddConstantCentralForce()
- func (self Instance) AddConstantForce(force Vector3.XYZ)
- func (self Instance) AddConstantTorque(torque Vector3.XYZ)
- func (self Instance) AngularVelocity() Vector3.XYZ
- func (self Instance) ApplyCentralForce()
- func (self Instance) ApplyCentralImpulse()
- func (self Instance) ApplyForce(force Vector3.XYZ)
- func (self Instance) ApplyImpulse(impulse Vector3.XYZ)
- func (self Instance) ApplyTorque(torque Vector3.XYZ)
- func (self Instance) ApplyTorqueImpulse(impulse Vector3.XYZ)
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsPhysicsDirectBodyState3D() Instance
- func (self Instance) CenterOfMass() Vector3.XYZ
- func (self Instance) CenterOfMassLocal() Vector3.XYZ
- func (self Instance) GetConstantForce() Vector3.XYZ
- func (self Instance) GetConstantTorque() Vector3.XYZ
- func (self Instance) GetContactCollider(contact_idx int) RID.Body3D
- func (self Instance) GetContactColliderId(contact_idx int) int
- func (self Instance) GetContactColliderObject(contact_idx int) Object.Instance
- func (self Instance) GetContactColliderPosition(contact_idx int) Vector3.XYZ
- func (self Instance) GetContactColliderShape(contact_idx int) int
- func (self Instance) GetContactColliderVelocityAtPosition(contact_idx int) Vector3.XYZ
- func (self Instance) GetContactCount() int
- func (self Instance) GetContactImpulse(contact_idx int) Vector3.XYZ
- func (self Instance) GetContactLocalNormal(contact_idx int) Vector3.XYZ
- func (self Instance) GetContactLocalPosition(contact_idx int) Vector3.XYZ
- func (self Instance) GetContactLocalShape(contact_idx int) int
- func (self Instance) GetContactLocalVelocityAtPosition(contact_idx int) Vector3.XYZ
- func (self Instance) GetSpaceState() PhysicsDirectSpaceState3D.Instance
- func (self Instance) GetVelocityAtLocalPosition(local_position Vector3.XYZ) Vector3.XYZ
- func (self Instance) ID() ID
- func (self Instance) IntegrateForces()
- func (self Instance) InverseInertia() Vector3.XYZ
- func (self Instance) InverseInertiaTensor() Basis.XYZ
- func (self Instance) InverseMass() Float.X
- func (self Instance) LinearVelocity() Vector3.XYZ
- func (self Instance) PrincipalInertiaAxes() Basis.XYZ
- func (self Instance) SetAngularVelocity(value Vector3.XYZ)
- func (self Instance) SetConstantForce(force Vector3.XYZ)
- func (self Instance) SetConstantTorque(torque Vector3.XYZ)
- func (self Instance) SetLinearVelocity(value Vector3.XYZ)
- func (self *Instance) SetObject(obj [1]gd.Object) bool
- func (self Instance) SetSleeping(value bool)
- func (self Instance) SetTransform(value Transform3D.BasisOrigin)
- func (self Instance) Sleeping() bool
- func (self Instance) Step() Float.X
- func (self Instance) TotalAngularDamp() Float.X
- func (self Instance) TotalGravity() Vector3.XYZ
- func (self Instance) TotalLinearDamp() Float.X
- func (self Instance) Transform() Transform3D.BasisOrigin
- func (self Instance) Virtual(name string) reflect.Value
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Expanded ¶
type Expanded [1]gdclass.PhysicsDirectBodyState3D
func (Expanded) AddConstantCentralForce ¶
Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with [code]constant_force = Vector3(0, 0, 0)[/code]. This is equivalent to using [method add_constant_force] at the body's center of mass.
func (Expanded) AddConstantForce ¶
Adds a constant positioned force to the body that keeps being applied over time until cleared with [code]constant_force = Vector3(0, 0, 0)[/code]. [param position] is the offset from the body origin in global coordinates.
func (Expanded) ApplyCentralForce ¶
Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update. This is equivalent to using [method apply_force] at the body's center of mass.
func (Expanded) ApplyCentralImpulse ¶
Applies a directional impulse without affecting rotation. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise). This is equivalent to using [method apply_impulse] at the body's center of mass.
func (Expanded) ApplyForce ¶
Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update. [param position] is the offset from the body origin in global coordinates.
func (Expanded) ApplyImpulse ¶
Applies a positioned impulse to the body. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise). [param position] is the offset from the body origin in global coordinates.
type Extension ¶
Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension
func (*Extension[T]) AsPhysicsDirectBodyState3D ¶
type ID ¶
ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.
type Instance ¶
type Instance [1]gdclass.PhysicsDirectBodyState3D
Provides direct access to a physics body in the [PhysicsServer3D], allowing safe changes to physics properties. This object is passed via the direct state callback of [RigidBody3D], and is intended for changing the direct state of that body. See [method RigidBody3D._integrate_forces].
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AddConstantCentralForce ¶
func (self Instance) AddConstantCentralForce()
Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with [code]constant_force = Vector3(0, 0, 0)[/code]. This is equivalent to using [method add_constant_force] at the body's center of mass.
func (Instance) AddConstantForce ¶
Adds a constant positioned force to the body that keeps being applied over time until cleared with [code]constant_force = Vector3(0, 0, 0)[/code]. [param position] is the offset from the body origin in global coordinates.
func (Instance) AddConstantTorque ¶
Adds a constant rotational force without affecting position that keeps being applied over time until cleared with [code]constant_torque = Vector3(0, 0, 0)[/code].
func (Instance) AngularVelocity ¶
func (Instance) ApplyCentralForce ¶
func (self Instance) ApplyCentralForce()
Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update. This is equivalent to using [method apply_force] at the body's center of mass.
func (Instance) ApplyCentralImpulse ¶
func (self Instance) ApplyCentralImpulse()
Applies a directional impulse without affecting rotation. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise). This is equivalent to using [method apply_impulse] at the body's center of mass.
func (Instance) ApplyForce ¶
Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update. [param position] is the offset from the body origin in global coordinates.
func (Instance) ApplyImpulse ¶
Applies a positioned impulse to the body. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise). [param position] is the offset from the body origin in global coordinates.
func (Instance) ApplyTorque ¶
Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update. [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inverse_inertia].
func (Instance) ApplyTorqueImpulse ¶
Applies a rotational impulse to the body without affecting the position. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise). [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inverse_inertia].
func (Instance) AsPhysicsDirectBodyState3D ¶
func (Instance) CenterOfMass ¶
func (Instance) CenterOfMassLocal ¶
func (Instance) GetConstantForce ¶
Returns the body's total constant positional forces applied during each physics update. See [method add_constant_force] and [method add_constant_central_force].
func (Instance) GetConstantTorque ¶
Returns the body's total constant rotational forces applied during each physics update. See [method add_constant_torque].
func (Instance) GetContactCollider ¶
Returns the collider's [RID].
func (Instance) GetContactColliderId ¶
Returns the collider's object id.
func (Instance) GetContactColliderObject ¶
Returns the collider object.
func (Instance) GetContactColliderPosition ¶
Returns the position of the contact point on the collider in the global coordinate system.
func (Instance) GetContactColliderShape ¶
Returns the collider's shape index.
func (Instance) GetContactColliderVelocityAtPosition ¶
Returns the linear velocity vector at the collider's contact point.
func (Instance) GetContactCount ¶
Returns the number of contacts this body has with other bodies. [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidBody3D.contact_monitor].
func (Instance) GetContactImpulse ¶
Impulse created by the contact.
func (Instance) GetContactLocalNormal ¶
Returns the local normal at the contact point.
func (Instance) GetContactLocalPosition ¶
Returns the position of the contact point on the body in the global coordinate system.
func (Instance) GetContactLocalShape ¶
Returns the local shape index of the collision.
func (Instance) GetContactLocalVelocityAtPosition ¶
Returns the linear velocity vector at the body's contact point.
func (Instance) GetSpaceState ¶
func (self Instance) GetSpaceState() PhysicsDirectSpaceState3D.Instance
Returns the current state of the space, useful for queries.
func (Instance) GetVelocityAtLocalPosition ¶
Returns the body's velocity at the given relative position, including both translation and rotation.
func (Instance) IntegrateForces ¶
func (self Instance) IntegrateForces()
Updates the body's linear and angular velocity by applying gravity and damping for the equivalent of one physics tick.
func (Instance) InverseInertia ¶
func (Instance) InverseInertiaTensor ¶
func (Instance) InverseMass ¶
func (Instance) LinearVelocity ¶
func (Instance) PrincipalInertiaAxes ¶
func (Instance) SetAngularVelocity ¶
func (Instance) SetConstantForce ¶
Sets the body's total constant positional forces applied during each physics update. See [method add_constant_force] and [method add_constant_central_force].
func (Instance) SetConstantTorque ¶
Sets the body's total constant rotational forces applied during each physics update. See [method add_constant_torque].
func (Instance) SetLinearVelocity ¶
func (Instance) SetSleeping ¶
func (Instance) SetTransform ¶
func (self Instance) SetTransform(value Transform3D.BasisOrigin)
func (Instance) TotalAngularDamp ¶
func (Instance) TotalGravity ¶
func (Instance) TotalLinearDamp ¶
func (Instance) Transform ¶
func (self Instance) Transform() Transform3D.BasisOrigin