Documentation
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Overview ¶
This class extends graphics.gd/classdb/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 graphics.gd/classdb/PhysicsDirectBodyState3D.
Index ¶
- type Advanced
- type Any
- type Extension
- type ID
- type Implementation
- type Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsPhysicsDirectBodyState3D() PhysicsDirectBodyState3D.Instance
- func (self Instance) AsPhysicsDirectBodyState3DExtension() Instance
- func (self Instance) ID() ID
- func (self *Instance) SetObject(obj [1]gd.Object) bool
- func (self Instance) Virtual(name string) reflect.Value
- type Interface
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 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]See Interface for methods that can be overridden by T.
func (*Extension[T]) AsPhysicsDirectBodyState3D ¶
func (self *Extension[T]) AsPhysicsDirectBodyState3D() PhysicsDirectBodyState3D.Instance
func (*Extension[T]) AsPhysicsDirectBodyState3DExtension ¶
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 Implementation ¶
type Implementation = implementation
Implementation implements Interface with empty methods.
type Instance ¶
type Instance [1]gdclass.PhysicsDirectBodyState3DExtension
Instance of the class with convieniently typed arguments and results.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AsPhysicsDirectBodyState3D ¶
func (self Instance) AsPhysicsDirectBodyState3D() PhysicsDirectBodyState3D.Instance
func (Instance) AsPhysicsDirectBodyState3DExtension ¶
type Interface ¶
type Interface interface { GetTotalGravity() Vector3.XYZ GetTotalLinearDamp() Float.X GetTotalAngularDamp() Float.X GetCenterOfMass() Vector3.XYZ GetCenterOfMassLocal() Vector3.XYZ GetPrincipalInertiaAxes() Basis.XYZ GetInverseMass() Float.X GetInverseInertia() Vector3.XYZ GetInverseInertiaTensor() Basis.XYZ SetLinearVelocity(velocity Vector3.XYZ) GetLinearVelocity() Vector3.XYZ SetAngularVelocity(velocity Vector3.XYZ) GetAngularVelocity() Vector3.XYZ SetTransform(transform Transform3D.BasisOrigin) GetTransform() Transform3D.BasisOrigin GetVelocityAtLocalPosition(local_position Vector3.XYZ) Vector3.XYZ ApplyCentralImpulse(impulse Vector3.XYZ) ApplyImpulse(impulse Vector3.XYZ, position Vector3.XYZ) ApplyTorqueImpulse(impulse Vector3.XYZ) ApplyCentralForce(force Vector3.XYZ) ApplyForce(force Vector3.XYZ, position Vector3.XYZ) ApplyTorque(torque Vector3.XYZ) AddConstantCentralForce(force Vector3.XYZ) AddConstantForce(force Vector3.XYZ, position Vector3.XYZ) AddConstantTorque(torque Vector3.XYZ) SetConstantForce(force Vector3.XYZ) GetConstantForce() Vector3.XYZ SetConstantTorque(torque Vector3.XYZ) GetConstantTorque() Vector3.XYZ SetSleepState(enabled bool) IsSleeping() bool SetCollisionLayer(layer int) GetCollisionLayer() int SetCollisionMask(mask int) GetCollisionMask() int GetContactCount() int GetContactLocalPosition(contact_idx int) Vector3.XYZ GetContactLocalNormal(contact_idx int) Vector3.XYZ GetContactImpulse(contact_idx int) Vector3.XYZ GetContactLocalShape(contact_idx int) int GetContactLocalVelocityAtPosition(contact_idx int) Vector3.XYZ GetContactCollider(contact_idx int) RID.Body3D GetContactColliderPosition(contact_idx int) Vector3.XYZ GetContactColliderId(contact_idx int) int GetContactColliderObject(contact_idx int) Object.Instance GetContactColliderShape(contact_idx int) int GetContactColliderVelocityAtPosition(contact_idx int) Vector3.XYZ GetStep() Float.X IntegrateForces() GetSpaceState() PhysicsDirectSpaceState3D.Instance }