godot/doc/classes/PhysicsDirectBodyState3DExtension.xml
Mikael Hermansson 6c907c2d37 Fix move_and_slide forcing synchronization with physics thread
Co-authored-by: Ricardo Buring <ricardo.buring@gmail.com>
2025-08-14 18:58:36 +02:00

296 lines
9.7 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsDirectBodyState3DExtension" inherits="PhysicsDirectBodyState3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Provides virtual methods that can be overridden to create custom [PhysicsDirectBodyState3D] implementations.
</brief_description>
<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].
</description>
<tutorials>
</tutorials>
<methods>
<method name="_add_constant_central_force" qualifiers="virtual required">
<return type="void" />
<param index="0" name="force" type="Vector3" />
<description>
</description>
</method>
<method name="_add_constant_force" qualifiers="virtual required">
<return type="void" />
<param index="0" name="force" type="Vector3" />
<param index="1" name="position" type="Vector3" />
<description>
</description>
</method>
<method name="_add_constant_torque" qualifiers="virtual required">
<return type="void" />
<param index="0" name="torque" type="Vector3" />
<description>
</description>
</method>
<method name="_apply_central_force" qualifiers="virtual required">
<return type="void" />
<param index="0" name="force" type="Vector3" />
<description>
</description>
</method>
<method name="_apply_central_impulse" qualifiers="virtual required">
<return type="void" />
<param index="0" name="impulse" type="Vector3" />
<description>
</description>
</method>
<method name="_apply_force" qualifiers="virtual required">
<return type="void" />
<param index="0" name="force" type="Vector3" />
<param index="1" name="position" type="Vector3" />
<description>
</description>
</method>
<method name="_apply_impulse" qualifiers="virtual required">
<return type="void" />
<param index="0" name="impulse" type="Vector3" />
<param index="1" name="position" type="Vector3" />
<description>
</description>
</method>
<method name="_apply_torque" qualifiers="virtual required">
<return type="void" />
<param index="0" name="torque" type="Vector3" />
<description>
</description>
</method>
<method name="_apply_torque_impulse" qualifiers="virtual required">
<return type="void" />
<param index="0" name="impulse" type="Vector3" />
<description>
</description>
</method>
<method name="_get_angular_velocity" qualifiers="virtual required const">
<return type="Vector3" />
<description>
</description>
</method>
<method name="_get_center_of_mass" qualifiers="virtual required const">
<return type="Vector3" />
<description>
</description>
</method>
<method name="_get_center_of_mass_local" qualifiers="virtual required const">
<return type="Vector3" />
<description>
</description>
</method>
<method name="_get_collision_layer" qualifiers="virtual required const">
<return type="int" />
<description>
</description>
</method>
<method name="_get_collision_mask" qualifiers="virtual required const">
<return type="int" />
<description>
</description>
</method>
<method name="_get_constant_force" qualifiers="virtual required const">
<return type="Vector3" />
<description>
</description>
</method>
<method name="_get_constant_torque" qualifiers="virtual required const">
<return type="Vector3" />
<description>
</description>
</method>
<method name="_get_contact_collider" qualifiers="virtual required const">
<return type="RID" />
<param index="0" name="contact_idx" type="int" />
<description>
</description>
</method>
<method name="_get_contact_collider_id" qualifiers="virtual required const">
<return type="int" />
<param index="0" name="contact_idx" type="int" />
<description>
</description>
</method>
<method name="_get_contact_collider_object" qualifiers="virtual required const">
<return type="Object" />
<param index="0" name="contact_idx" type="int" />
<description>
</description>
</method>
<method name="_get_contact_collider_position" qualifiers="virtual required const">
<return type="Vector3" />
<param index="0" name="contact_idx" type="int" />
<description>
</description>
</method>
<method name="_get_contact_collider_shape" qualifiers="virtual required const">
<return type="int" />
<param index="0" name="contact_idx" type="int" />
<description>
</description>
</method>
<method name="_get_contact_collider_velocity_at_position" qualifiers="virtual required const">
<return type="Vector3" />
<param index="0" name="contact_idx" type="int" />
<description>
</description>
</method>
<method name="_get_contact_count" qualifiers="virtual required const">
<return type="int" />
<description>
</description>
</method>
<method name="_get_contact_impulse" qualifiers="virtual required const">
<return type="Vector3" />
<param index="0" name="contact_idx" type="int" />
<description>
</description>
</method>
<method name="_get_contact_local_normal" qualifiers="virtual required const">
<return type="Vector3" />
<param index="0" name="contact_idx" type="int" />
<description>
</description>
</method>
<method name="_get_contact_local_position" qualifiers="virtual required const">
<return type="Vector3" />
<param index="0" name="contact_idx" type="int" />
<description>
</description>
</method>
<method name="_get_contact_local_shape" qualifiers="virtual required const">
<return type="int" />
<param index="0" name="contact_idx" type="int" />
<description>
</description>
</method>
<method name="_get_contact_local_velocity_at_position" qualifiers="virtual required const">
<return type="Vector3" />
<param index="0" name="contact_idx" type="int" />
<description>
</description>
</method>
<method name="_get_inverse_inertia" qualifiers="virtual required const">
<return type="Vector3" />
<description>
</description>
</method>
<method name="_get_inverse_inertia_tensor" qualifiers="virtual required const">
<return type="Basis" />
<description>
</description>
</method>
<method name="_get_inverse_mass" qualifiers="virtual required const">
<return type="float" />
<description>
</description>
</method>
<method name="_get_linear_velocity" qualifiers="virtual required const">
<return type="Vector3" />
<description>
</description>
</method>
<method name="_get_principal_inertia_axes" qualifiers="virtual required const">
<return type="Basis" />
<description>
</description>
</method>
<method name="_get_space_state" qualifiers="virtual required">
<return type="PhysicsDirectSpaceState3D" />
<description>
</description>
</method>
<method name="_get_step" qualifiers="virtual required const">
<return type="float" />
<description>
</description>
</method>
<method name="_get_total_angular_damp" qualifiers="virtual required const">
<return type="float" />
<description>
</description>
</method>
<method name="_get_total_gravity" qualifiers="virtual required const">
<return type="Vector3" />
<description>
</description>
</method>
<method name="_get_total_linear_damp" qualifiers="virtual required const">
<return type="float" />
<description>
</description>
</method>
<method name="_get_transform" qualifiers="virtual required const">
<return type="Transform3D" />
<description>
</description>
</method>
<method name="_get_velocity_at_local_position" qualifiers="virtual required const">
<return type="Vector3" />
<param index="0" name="local_position" type="Vector3" />
<description>
</description>
</method>
<method name="_integrate_forces" qualifiers="virtual required">
<return type="void" />
<description>
</description>
</method>
<method name="_is_sleeping" qualifiers="virtual required const">
<return type="bool" />
<description>
</description>
</method>
<method name="_set_angular_velocity" qualifiers="virtual required">
<return type="void" />
<param index="0" name="velocity" type="Vector3" />
<description>
</description>
</method>
<method name="_set_collision_layer" qualifiers="virtual required">
<return type="void" />
<param index="0" name="layer" type="int" />
<description>
</description>
</method>
<method name="_set_collision_mask" qualifiers="virtual required">
<return type="void" />
<param index="0" name="mask" type="int" />
<description>
</description>
</method>
<method name="_set_constant_force" qualifiers="virtual required">
<return type="void" />
<param index="0" name="force" type="Vector3" />
<description>
</description>
</method>
<method name="_set_constant_torque" qualifiers="virtual required">
<return type="void" />
<param index="0" name="torque" type="Vector3" />
<description>
</description>
</method>
<method name="_set_linear_velocity" qualifiers="virtual required">
<return type="void" />
<param index="0" name="velocity" type="Vector3" />
<description>
</description>
</method>
<method name="_set_sleep_state" qualifiers="virtual required">
<return type="void" />
<param index="0" name="enabled" type="bool" />
<description>
</description>
</method>
<method name="_set_transform" qualifiers="virtual required">
<return type="void" />
<param index="0" name="transform" type="Transform3D" />
<description>
</description>
</method>
</methods>
</class>