class
Godot::PhysicsDirectBodyState3DExtension
Defined in:
libgodot/generated/classes/classes_part4.crConstructors
Instance methods inherited from class Godot::PhysicsDirectBodyState3D
add_constant_central_force(force : Vector3) : Void
add_constant_central_force,
add_constant_force(force : Vector3, position : Vector3) : Void
add_constant_force,
add_constant_torque(torque : Vector3) : Void
add_constant_torque,
angular_velocity
angular_velocity,
angular_velocity=(val)
angular_velocity=,
apply_central_force(force : Vector3) : Void
apply_central_force,
apply_central_impulse(impulse : Vector3) : Void
apply_central_impulse,
apply_force(force : Vector3, position : Vector3) : Void
apply_force,
apply_impulse(impulse : Vector3, position : Vector3) : Void
apply_impulse,
apply_torque(torque : Vector3) : Void
apply_torque,
apply_torque_impulse(impulse : Vector3) : Void
apply_torque_impulse,
center_of_mass
center_of_mass,
center_of_mass_local
center_of_mass_local,
collision_layer
collision_layer,
collision_layer=(val : Int)
collision_layer=,
collision_mask
collision_mask,
collision_mask=(val : Int)
collision_mask=,
get_angular_velocity : Vector3
get_angular_velocity,
get_center_of_mass : Vector3
get_center_of_mass,
get_center_of_mass_local : Vector3
get_center_of_mass_local,
get_collision_layer : Int64
get_collision_layer,
get_collision_mask : Int64
get_collision_mask,
get_constant_force : Vector3
get_constant_force,
get_constant_torque : Vector3
get_constant_torque,
get_contact_collider(contact_idx : Int64) : Int64
get_contact_collider,
get_contact_collider_id(contact_idx : Int64) : Int64
get_contact_collider_id,
get_contact_collider_object(contact_idx : Int64) : Godot::Object
get_contact_collider_object,
get_contact_collider_position(contact_idx : Int64) : Vector3
get_contact_collider_position,
get_contact_collider_shape(contact_idx : Int64) : Int64
get_contact_collider_shape,
get_contact_collider_velocity_at_position(contact_idx : Int64) : Vector3
get_contact_collider_velocity_at_position,
get_contact_count : Int64
get_contact_count,
get_contact_impulse(contact_idx : Int64) : Vector3
get_contact_impulse,
get_contact_local_normal(contact_idx : Int64) : Vector3
get_contact_local_normal,
get_contact_local_position(contact_idx : Int64) : Vector3
get_contact_local_position,
get_contact_local_shape(contact_idx : Int64) : Int64
get_contact_local_shape,
get_contact_local_velocity_at_position(contact_idx : Int64) : Vector3
get_contact_local_velocity_at_position,
get_inverse_inertia : Vector3
get_inverse_inertia,
get_inverse_inertia_tensor : Basis
get_inverse_inertia_tensor,
get_inverse_mass : Float64
get_inverse_mass,
get_linear_velocity : Vector3
get_linear_velocity,
get_principal_inertia_axes : Basis
get_principal_inertia_axes,
get_space_state : PhysicsDirectSpaceState3D
get_space_state,
get_step : Float64
get_step,
get_total_angular_damp : Float64
get_total_angular_damp,
get_total_gravity : Vector3
get_total_gravity,
get_total_linear_damp : Float64
get_total_linear_damp,
get_transform : Transform3D
get_transform,
get_velocity_at_local_position(local_position : Vector3) : Vector3
get_velocity_at_local_position,
integrate_forces : Void
integrate_forces,
inverse_inertia
inverse_inertia,
inverse_inertia_tensor
inverse_inertia_tensor,
inverse_mass
inverse_mass,
is_sleeping : Bool
is_sleeping,
linear_velocity
linear_velocity,
linear_velocity=(val)
linear_velocity=,
principal_inertia_axes
principal_inertia_axes,
set_angular_velocity(velocity : Vector3) : Void
set_angular_velocity,
set_collision_layer(layer : Int64) : Void
set_collision_layer,
set_collision_mask(mask : Int64) : Void
set_collision_mask,
set_constant_force(force : Vector3) : Void
set_constant_force,
set_constant_torque(torque : Vector3) : Void
set_constant_torque,
set_linear_velocity(velocity : Vector3) : Void
set_linear_velocity,
set_sleep_state(enabled : Bool) : Void
set_sleep_state,
set_transform(transform : Transform3D) : Void
set_transform,
sleeping
sleeping,
sleeping=(val)
sleeping=,
sleeping?
sleeping?,
step
step,
total_angular_damp
total_angular_damp,
total_gravity
total_gravity,
total_linear_damp
total_linear_damp,
transform
transform,
transform=(val)
transform=
Constructor methods inherited from class Godot::PhysicsDirectBodyState3D
new(pointer : Pointer(Void) = Pointer(Void).null)
new
Instance methods inherited from class Godot::Object
==(other : Godot::Object) : Bool==(other : Nil) : Bool ==, _godot_call_tool_button(button_name : String) : Void _godot_call_tool_button, _godot_call_virtual(method_name : String, delta : Float64) : Void _godot_call_virtual, _godot_call_virtual_with_data(method_name : String, args : Pointer(Pointer(Void)), ret : Pointer(Void)) : Void _godot_call_virtual_with_data, _godot_get_property(prop_name : String, ret_ptr : Pointer(Void)) : Void _godot_get_property, _godot_set_property(prop_name : String, val_ptr : Pointer(Void)) : Void _godot_set_property, add_user_signal(signal : String, arguments : Godot::Array) : Void add_user_signal, alive? : Bool alive?, await_signal(signal_name : String, timeout_sec : Float64 | Nil = nil) : Array(Variant) await_signal, call(method : String, *args) : Pointer(Void) call, call_bool(method : String, *args) : Bool call_bool, call_deferred(method : String, *args) : Pointer(Void) call_deferred, call_f64(method : String, *args) : Float64 call_f64, call_i64(method : String, *args) : Int64 call_i64, call_obj(method : String, *args) : Node | Nil call_obj, call_obj_as(type : T.class, method : String, *args) : T | Nil forall T call_obj_as, call_str(method : String, *args) : String call_str, callv(method : String, arg_array : Godot::Array) : Pointer(Void) callv, can_translate_messages : Bool can_translate_messages, cancel_free : Void cancel_free, check_alive! : Void check_alive!, connect(signal_name : String, flags : Godot::ConnectFlags = ::Godot::ConnectFlags::None, callback : Proc(Array(Variant), Void) | Nil = nil) : SignalSubscription
connect(signal_name : String, flags : Godot::ConnectFlags = ::Godot::ConnectFlags::None, &block : Array(Variant) -> Void) : SignalSubscription
connect(signal_name : String, listener_target : Godot::Object, method_name : Symbol, flags : Godot::ConnectFlags = ::Godot::ConnectFlags::None) : SignalSubscription
connect(signal : String, callable : Pointer(Void), flags : Int64) : Int64 connect, connect_one_shot(signal_name : String, &block : Array(Variant) -> Void) : SignalSubscription connect_one_shot, destroy : Void destroy, destroyed? : Bool destroyed?, disconnect(signal : String, callable : Pointer(Void)) : Void
disconnect(signal_name : String) : Void disconnect, editor_hint? : Bool editor_hint?, emit_signal(name : String) : Void
emit_signal(name : String, *args) : Void emit_signal, free : Void free, get(property : String) : Pointer(Void) get, get_class : String get_class, get_incoming_connections : Godot::Array get_incoming_connections, get_indexed(property_path : NodePath) : Pointer(Void) get_indexed, get_instance_id : Int64 get_instance_id, get_meta(name : String, default : Pointer(Void)) : Pointer(Void) get_meta, get_meta_list : Godot::Array get_meta_list, get_method_argument_count(method : String) : Int64 get_method_argument_count, get_method_list : Godot::Array get_method_list, get_property_list : Godot::Array get_property_list, get_script : Pointer(Void) get_script, get_signal_connection_list(signal : String) : Godot::Array get_signal_connection_list, get_signal_list : Godot::Array get_signal_list, get_translation_domain : String get_translation_domain, has_connections(signal : String) : Bool has_connections, has_meta(name : String) : Bool has_meta, has_method(method : String) : Bool has_method, has_signal(signal : String) : Bool has_signal, has_signal?(signal_name : String) : Bool has_signal?, has_user_signal(signal : String) : Bool has_user_signal, hash(hasher) hash, if_alive : self | Nil if_alive, instance_id : UInt64 instance_id, is_blocking_signals : Bool is_blocking_signals, is_class(godot_class : String) : Bool is_class, is_connected(signal : String, callable : Pointer(Void)) : Bool is_connected, is_queued_for_deletion : Bool is_queued_for_deletion, is_valid? : Bool is_valid?, link_class_script : Void link_class_script, notification(what : Int64, reversed : Bool) : Void notification, notify_property_list_changed : Void notify_property_list_changed, pointer : Pointer(Void) pointer, pointer=(val : Pointer(Void)) pointer=, print(*args) print, printerr(*args) printerr, property_can_revert(property : String) : Bool property_can_revert, property_get_revert(property : String) : Pointer(Void) property_get_revert, puts(*args) puts, remove_meta(name : String) : Void remove_meta, remove_user_signal(signal : String) : Void remove_user_signal, set(property : String, value : Pointer(Void)) : Void set, set_block_signals(enable : Bool) : Void set_block_signals, set_deferred(property : String, value : Pointer(Void)) : Void set_deferred, set_indexed(property_path : NodePath, value : Pointer(Void)) : Void set_indexed, set_message_translation(enable : Bool) : Void set_message_translation, set_meta(name : String, value : Pointer(Void)) : Void set_meta, set_script(script : Pointer(Void)) : Void set_script, set_translation_domain(domain : String) : Void set_translation_domain, signal(name : String) : Godot::BoundSignal signal, signal_connection_count(signal_name : String) : Int32 signal_connection_count, signal_target_id : UInt64 signal_target_id, to_s(io : IO) : Void to_s, to_string : String to_string, to_unsafe : Pointer(Void) to_unsafe, tr(message : String, context : String) : String tr, tr_n(message : String, plural_message : String, n : Int64, context : String) : String tr_n