PhysicsDirectBodyState3DExtension
Provides virtual methods that can be overridden to create custom PhysicsDirectBodyState3D
implementations.
class PhysicsDirectBodyState3DExtension
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
.
Superclasses
class PhysicsDirectBodyState3D
Provides direct access to a physics body in the
PhysicsServer3D
.
Citizens in SwiftGodot
Conformances
protocol CustomStringConvertible
A type with a customized textual representation.
protocol Equatable
A type that can be compared for value equality.
protocol Hashable
A type that can be hashed into a
Hasher
to produce an integer hash value.protocol Identifiable<ID>
A class of types whose instances hold the value of an entity with stable identity.
protocol VariantRepresentable
Types that conform to VariantRepresentable can be stored directly in
Variant
with no conversion. These include all of the Variant types from Godot (for exampleGString
,Rect
,Plane
), Godot objects (those that subclass SwiftGodot.Object) as well as the built-in Swift types UInt8, Int64 and Double.protocol VariantStorable
Types that conform to VariantStorable can be stored in a Variant and can be extracted back out of a Variant.
Type members
Instance members
Show implementation details (46)
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func _addConstantCentralForce(Vector3
) func _addConstantForce(Vector3, position: Vector3
) func _addConstantTorque(Vector3
) func _applyCentralForce(Vector3
) func _applyCentralImpulse(Vector3
) func _applyForce(Vector3, position: Vector3
) func _applyImpulse(Vector3, position: Vector3
) func _applyTorque(Vector3
) func _applyTorqueImpulse(Vector3
) func _getAngularVelocity(
) -> Vector3 func _getCenterOfMass(
) -> Vector3 func _getCenterOfMassLocal(
) -> Vector3 func _getConstantForce(
) -> Vector3 func _getConstantTorque(
) -> Vector3 func _getContactCollider(contactIdx: Int32
) -> RID func _getContactColliderId(contactIdx: Int32
) -> UInt func _getContactColliderObject(contactIdx: Int32
) -> Object? func _getContactColliderPosition(contactIdx: Int32
) -> Vector3 func _getContactColliderShape(contactIdx: Int32
) -> Int32 func _getContactColliderVelocityAtPosition(contactIdx: Int32
) -> Vector3 func _getContactCount(
) -> Int32 func _getContactImpulse(contactIdx: Int32
) -> Vector3 func _getContactLocalNormal(contactIdx: Int32
) -> Vector3 func _getContactLocalPosition(contactIdx: Int32
) -> Vector3 func _getContactLocalShape(contactIdx: Int32
) -> Int32 func _getContactLocalVelocityAtPosition(contactIdx: Int32
) -> Vector3 func _getInverseInertia(
) -> Vector3 func _getInverseInertiaTensor(
) -> Basis func _getInverseMass(
) -> Double func _getLinearVelocity(
) -> Vector3 func _getPrincipalInertiaAxes(
) -> Basis func _getSpaceState(
) -> PhysicsDirectSpaceState3D? func _getStep(
) -> Double func _getTotalAngularDamp(
) -> Double func _getTotalGravity(
) -> Vector3 func _getTotalLinearDamp(
) -> Double func _getTransform(
) -> Transform3D func _getVelocityAtLocalPosition(Vector3
) -> Vector3 func _integrateForces(
) func _isSleeping(
) -> Bool func _setAngularVelocity(Vector3
) func _setConstantForce(Vector3
) func _setConstantTorque(Vector3
) func _setLinearVelocity(Vector3
) func _setSleepState(enabled: Bool
) func _setTransform(Transform3D
)