Files
godot-docs/classes/class_physicsdirectbodystate.rst
Rémi Verschelde 1b5e8c18fd classref: Order everything alphabetically
And sync with current 2.0.x sources.
2016-06-25 02:10:54 +02:00

197 lines
18 KiB
ReStructuredText

.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the doc/base/classes.xml source instead.
.. _class_PhysicsDirectBodyState:
PhysicsDirectBodyState
======================
**Inherits:** :ref:`Object<class_object>`
**Inherited By:** :ref:`PhysicsDirectBodyStateSW<class_physicsdirectbodystatesw>`
**Category:** Core
Brief Description
-----------------
Member Functions
----------------
+----------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`add_force<class_PhysicsDirectBodyState_add_force>` **(** :ref:`Vector3<class_vector3>` force, :ref:`Vector3<class_vector3>` pos **)** |
+----------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`apply_impulse<class_PhysicsDirectBodyState_apply_impulse>` **(** :ref:`Vector3<class_vector3>` pos, :ref:`Vector3<class_vector3>` j **)** |
+----------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector3<class_vector3>` | :ref:`get_angular_velocity<class_PhysicsDirectBodyState_get_angular_velocity>` **(** **)** const |
+----------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`RID<class_rid>` | :ref:`get_contact_collider<class_PhysicsDirectBodyState_get_contact_collider>` **(** :ref:`int<class_int>` contact_idx **)** const |
+----------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_contact_collider_id<class_PhysicsDirectBodyState_get_contact_collider_id>` **(** :ref:`int<class_int>` contact_idx **)** const |
+----------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Object<class_object>` | :ref:`get_contact_collider_object<class_PhysicsDirectBodyState_get_contact_collider_object>` **(** :ref:`int<class_int>` contact_idx **)** const |
+----------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector3<class_vector3>` | :ref:`get_contact_collider_pos<class_PhysicsDirectBodyState_get_contact_collider_pos>` **(** :ref:`int<class_int>` contact_idx **)** const |
+----------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_contact_collider_shape<class_PhysicsDirectBodyState_get_contact_collider_shape>` **(** :ref:`int<class_int>` contact_idx **)** const |
+----------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector3<class_vector3>` | :ref:`get_contact_collider_velocity_at_pos<class_PhysicsDirectBodyState_get_contact_collider_velocity_at_pos>` **(** :ref:`int<class_int>` contact_idx **)** const |
+----------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_contact_count<class_PhysicsDirectBodyState_get_contact_count>` **(** **)** const |
+----------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector3<class_vector3>` | :ref:`get_contact_local_normal<class_PhysicsDirectBodyState_get_contact_local_normal>` **(** :ref:`int<class_int>` contact_idx **)** const |
+----------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector3<class_vector3>` | :ref:`get_contact_local_pos<class_PhysicsDirectBodyState_get_contact_local_pos>` **(** :ref:`int<class_int>` contact_idx **)** const |
+----------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_contact_local_shape<class_PhysicsDirectBodyState_get_contact_local_shape>` **(** :ref:`int<class_int>` contact_idx **)** const |
+----------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector3<class_vector3>` | :ref:`get_inverse_inertia<class_PhysicsDirectBodyState_get_inverse_inertia>` **(** **)** const |
+----------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`get_inverse_mass<class_PhysicsDirectBodyState_get_inverse_mass>` **(** **)** const |
+----------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector3<class_vector3>` | :ref:`get_linear_velocity<class_PhysicsDirectBodyState_get_linear_velocity>` **(** **)** const |
+----------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`PhysicsDirectSpaceState<class_physicsdirectspacestate>` | :ref:`get_space_state<class_PhysicsDirectBodyState_get_space_state>` **(** **)** |
+----------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`get_step<class_PhysicsDirectBodyState_get_step>` **(** **)** const |
+----------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`get_total_angular_damp<class_PhysicsDirectBodyState_get_total_angular_damp>` **(** **)** const |
+----------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector3<class_vector3>` | :ref:`get_total_gravity<class_PhysicsDirectBodyState_get_total_gravity>` **(** **)** const |
+----------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`get_total_linear_damp<class_PhysicsDirectBodyState_get_total_linear_damp>` **(** **)** const |
+----------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Transform<class_transform>` | :ref:`get_transform<class_PhysicsDirectBodyState_get_transform>` **(** **)** const |
+----------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`integrate_forces<class_PhysicsDirectBodyState_integrate_forces>` **(** **)** |
+----------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`is_sleeping<class_PhysicsDirectBodyState_is_sleeping>` **(** **)** const |
+----------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_angular_velocity<class_PhysicsDirectBodyState_set_angular_velocity>` **(** :ref:`Vector3<class_vector3>` velocity **)** |
+----------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_linear_velocity<class_PhysicsDirectBodyState_set_linear_velocity>` **(** :ref:`Vector3<class_vector3>` velocity **)** |
+----------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_sleep_state<class_PhysicsDirectBodyState_set_sleep_state>` **(** :ref:`bool<class_bool>` enabled **)** |
+----------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_transform<class_PhysicsDirectBodyState_set_transform>` **(** :ref:`Transform<class_transform>` transform **)** |
+----------------------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------+
Member Function Description
---------------------------
.. _class_PhysicsDirectBodyState_add_force:
- void **add_force** **(** :ref:`Vector3<class_vector3>` force, :ref:`Vector3<class_vector3>` pos **)**
.. _class_PhysicsDirectBodyState_apply_impulse:
- void **apply_impulse** **(** :ref:`Vector3<class_vector3>` pos, :ref:`Vector3<class_vector3>` j **)**
.. _class_PhysicsDirectBodyState_get_angular_velocity:
- :ref:`Vector3<class_vector3>` **get_angular_velocity** **(** **)** const
.. _class_PhysicsDirectBodyState_get_contact_collider:
- :ref:`RID<class_rid>` **get_contact_collider** **(** :ref:`int<class_int>` contact_idx **)** const
.. _class_PhysicsDirectBodyState_get_contact_collider_id:
- :ref:`int<class_int>` **get_contact_collider_id** **(** :ref:`int<class_int>` contact_idx **)** const
.. _class_PhysicsDirectBodyState_get_contact_collider_object:
- :ref:`Object<class_object>` **get_contact_collider_object** **(** :ref:`int<class_int>` contact_idx **)** const
.. _class_PhysicsDirectBodyState_get_contact_collider_pos:
- :ref:`Vector3<class_vector3>` **get_contact_collider_pos** **(** :ref:`int<class_int>` contact_idx **)** const
.. _class_PhysicsDirectBodyState_get_contact_collider_shape:
- :ref:`int<class_int>` **get_contact_collider_shape** **(** :ref:`int<class_int>` contact_idx **)** const
.. _class_PhysicsDirectBodyState_get_contact_collider_velocity_at_pos:
- :ref:`Vector3<class_vector3>` **get_contact_collider_velocity_at_pos** **(** :ref:`int<class_int>` contact_idx **)** const
.. _class_PhysicsDirectBodyState_get_contact_count:
- :ref:`int<class_int>` **get_contact_count** **(** **)** const
.. _class_PhysicsDirectBodyState_get_contact_local_normal:
- :ref:`Vector3<class_vector3>` **get_contact_local_normal** **(** :ref:`int<class_int>` contact_idx **)** const
.. _class_PhysicsDirectBodyState_get_contact_local_pos:
- :ref:`Vector3<class_vector3>` **get_contact_local_pos** **(** :ref:`int<class_int>` contact_idx **)** const
.. _class_PhysicsDirectBodyState_get_contact_local_shape:
- :ref:`int<class_int>` **get_contact_local_shape** **(** :ref:`int<class_int>` contact_idx **)** const
.. _class_PhysicsDirectBodyState_get_inverse_inertia:
- :ref:`Vector3<class_vector3>` **get_inverse_inertia** **(** **)** const
.. _class_PhysicsDirectBodyState_get_inverse_mass:
- :ref:`float<class_float>` **get_inverse_mass** **(** **)** const
.. _class_PhysicsDirectBodyState_get_linear_velocity:
- :ref:`Vector3<class_vector3>` **get_linear_velocity** **(** **)** const
.. _class_PhysicsDirectBodyState_get_space_state:
- :ref:`PhysicsDirectSpaceState<class_physicsdirectspacestate>` **get_space_state** **(** **)**
.. _class_PhysicsDirectBodyState_get_step:
- :ref:`float<class_float>` **get_step** **(** **)** const
.. _class_PhysicsDirectBodyState_get_total_angular_damp:
- :ref:`float<class_float>` **get_total_angular_damp** **(** **)** const
.. _class_PhysicsDirectBodyState_get_total_gravity:
- :ref:`Vector3<class_vector3>` **get_total_gravity** **(** **)** const
.. _class_PhysicsDirectBodyState_get_total_linear_damp:
- :ref:`float<class_float>` **get_total_linear_damp** **(** **)** const
.. _class_PhysicsDirectBodyState_get_transform:
- :ref:`Transform<class_transform>` **get_transform** **(** **)** const
.. _class_PhysicsDirectBodyState_integrate_forces:
- void **integrate_forces** **(** **)**
.. _class_PhysicsDirectBodyState_is_sleeping:
- :ref:`bool<class_bool>` **is_sleeping** **(** **)** const
.. _class_PhysicsDirectBodyState_set_angular_velocity:
- void **set_angular_velocity** **(** :ref:`Vector3<class_vector3>` velocity **)**
.. _class_PhysicsDirectBodyState_set_linear_velocity:
- void **set_linear_velocity** **(** :ref:`Vector3<class_vector3>` velocity **)**
.. _class_PhysicsDirectBodyState_set_sleep_state:
- void **set_sleep_state** **(** :ref:`bool<class_bool>` enabled **)**
.. _class_PhysicsDirectBodyState_set_transform:
- void **set_transform** **(** :ref:`Transform<class_transform>` transform **)**