PhysicsDirectBodyState3DExtension
繼承: PhysicsDirectBodyState3D < Object
提供能夠覆蓋的虛方法,用於建立自訂的 PhysicsDirectBodyState3D 實作。
說明
這個類擴充自 PhysicsDirectBodyState3D,提供了額外可覆蓋的虛方法。覆蓋這些方法後,就會代替物理伺服器的內部方法進行呼叫。
旨在通過 GDExtension 建立自訂的 PhysicsDirectBodyState3D 實作使用。
方法
void |
_add_constant_central_force(force: Vector3) virtual required |
void |
_add_constant_force(force: Vector3, position: Vector3) virtual required |
void |
_add_constant_torque(torque: Vector3) virtual required |
void |
_apply_central_force(force: Vector3) virtual required |
void |
_apply_central_impulse(impulse: Vector3) virtual required |
void |
_apply_force(force: Vector3, position: Vector3) virtual required |
void |
_apply_impulse(impulse: Vector3, position: Vector3) virtual required |
void |
_apply_torque(torque: Vector3) virtual required |
void |
_apply_torque_impulse(impulse: Vector3) virtual required |
_get_angular_velocity() virtual required const |
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_get_center_of_mass() virtual required const |
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_get_center_of_mass_local() virtual required const |
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_get_collision_layer() virtual required const |
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_get_collision_mask() virtual required const |
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_get_constant_force() virtual required const |
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_get_constant_torque() virtual required const |
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_get_contact_collider(contact_idx: int) virtual required const |
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_get_contact_collider_id(contact_idx: int) virtual required const |
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_get_contact_collider_object(contact_idx: int) virtual required const |
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_get_contact_collider_position(contact_idx: int) virtual required const |
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_get_contact_collider_shape(contact_idx: int) virtual required const |
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_get_contact_collider_velocity_at_position(contact_idx: int) virtual required const |
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_get_contact_count() virtual required const |
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_get_contact_impulse(contact_idx: int) virtual required const |
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_get_contact_local_normal(contact_idx: int) virtual required const |
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_get_contact_local_position(contact_idx: int) virtual required const |
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_get_contact_local_shape(contact_idx: int) virtual required const |
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_get_contact_local_velocity_at_position(contact_idx: int) virtual required const |
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_get_inverse_inertia() virtual required const |
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_get_inverse_inertia_tensor() virtual required const |
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_get_inverse_mass() virtual required const |
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_get_linear_velocity() virtual required const |
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_get_principal_inertia_axes() virtual required const |
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_get_space_state() virtual required |
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_get_step() virtual required const |
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_get_total_angular_damp() virtual required const |
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_get_total_gravity() virtual required const |
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_get_total_linear_damp() virtual required const |
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_get_transform() virtual required const |
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_get_velocity_at_local_position(local_position: Vector3) virtual required const |
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void |
_integrate_forces() virtual required |
_is_sleeping() virtual required const |
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void |
_set_angular_velocity(velocity: Vector3) virtual required |
void |
_set_collision_layer(layer: int) virtual required |
void |
_set_collision_mask(mask: int) virtual required |
void |
_set_constant_force(force: Vector3) virtual required |
void |
_set_constant_torque(torque: Vector3) virtual required |
void |
_set_linear_velocity(velocity: Vector3) virtual required |
void |
_set_sleep_state(enabled: bool) virtual required |
void |
_set_transform(transform: Transform3D) virtual required |
方法說明
void _add_constant_central_force(force: Vector3) virtual required 🔗
There is currently no description for this method. Please help us by contributing one!
void _add_constant_force(force: Vector3, position: Vector3) virtual required 🔗
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void _add_constant_torque(torque: Vector3) virtual required 🔗
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void _apply_central_force(force: Vector3) virtual required 🔗
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void _apply_central_impulse(impulse: Vector3) virtual required 🔗
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void _apply_force(force: Vector3, position: Vector3) virtual required 🔗
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void _apply_impulse(impulse: Vector3, position: Vector3) virtual required 🔗
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void _apply_torque(torque: Vector3) virtual required 🔗
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void _apply_torque_impulse(impulse: Vector3) virtual required 🔗
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Vector3 _get_angular_velocity() virtual required const 🔗
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Vector3 _get_center_of_mass() virtual required const 🔗
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Vector3 _get_center_of_mass_local() virtual required const 🔗
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int _get_collision_layer() virtual required const 🔗
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int _get_collision_mask() virtual required const 🔗
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Vector3 _get_constant_force() virtual required const 🔗
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Vector3 _get_constant_torque() virtual required const 🔗
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RID _get_contact_collider(contact_idx: int) virtual required const 🔗
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int _get_contact_collider_id(contact_idx: int) virtual required const 🔗
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Object _get_contact_collider_object(contact_idx: int) virtual required const 🔗
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Vector3 _get_contact_collider_position(contact_idx: int) virtual required const 🔗
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int _get_contact_collider_shape(contact_idx: int) virtual required const 🔗
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Vector3 _get_contact_collider_velocity_at_position(contact_idx: int) virtual required const 🔗
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int _get_contact_count() virtual required const 🔗
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Vector3 _get_contact_impulse(contact_idx: int) virtual required const 🔗
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Vector3 _get_contact_local_normal(contact_idx: int) virtual required const 🔗
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Vector3 _get_contact_local_position(contact_idx: int) virtual required const 🔗
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int _get_contact_local_shape(contact_idx: int) virtual required const 🔗
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Vector3 _get_contact_local_velocity_at_position(contact_idx: int) virtual required const 🔗
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Vector3 _get_inverse_inertia() virtual required const 🔗
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Basis _get_inverse_inertia_tensor() virtual required const 🔗
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float _get_inverse_mass() virtual required const 🔗
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Vector3 _get_linear_velocity() virtual required const 🔗
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Basis _get_principal_inertia_axes() virtual required const 🔗
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PhysicsDirectSpaceState3D _get_space_state() virtual required 🔗
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float _get_step() virtual required const 🔗
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float _get_total_angular_damp() virtual required const 🔗
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Vector3 _get_total_gravity() virtual required const 🔗
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float _get_total_linear_damp() virtual required const 🔗
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Transform3D _get_transform() virtual required const 🔗
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Vector3 _get_velocity_at_local_position(local_position: Vector3) virtual required const 🔗
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void _integrate_forces() virtual required 🔗
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bool _is_sleeping() virtual required const 🔗
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void _set_angular_velocity(velocity: Vector3) virtual required 🔗
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void _set_collision_layer(layer: int) virtual required 🔗
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void _set_collision_mask(mask: int) virtual required 🔗
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void _set_constant_force(force: Vector3) virtual required 🔗
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void _set_constant_torque(torque: Vector3) virtual required 🔗
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void _set_linear_velocity(velocity: Vector3) virtual required 🔗
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void _set_sleep_state(enabled: bool) virtual required 🔗
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void _set_transform(transform: Transform3D) virtual required 🔗
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