HammeritePointEntityRigidBody3D

Core: entities. Inherits RigidBody3D

A point entity the PHYSICS decides where to put: a crate, a bottle, anything that can be knocked over, picked up or thrown.

Same interface as HammeritePointEntityNode3D, on a body that falls. Reach for it when where the thing ends up is not something the map can say - HammeritePointEntityAnimatableBody3D is for what is driven from script, and HammeritePointEntityNode3D for what only needs to be somewhere. It starts asleep where it was authored. A physics body placed in a map and left running settles, drifts and ends up somewhere nobody put it - in the editor, where an author is still looking at it, and in the seconds after a level loads. Asleep it stays exactly where it was placed, and the first thing to touch it wakes it, which is the moment the physics starts being worth having. What it costs is that a prop authored in mid-air hangs there until something disturbs it. It is not sized for you, for HammeritePointEntityAnimatableBody3D's reason: a type that can be sized hands scale to apply_entity_property(), and the subclass sizes its own meshes and collision shapes. A script writes the interface as the underscore virtuals - _set_editor_active(), _apply_entity_property(), _trigger() and the rest - and everybody calls the public method of the same name, which answers the script's override where there is one and otherwise the class's own. _set_entity(), _update_properties(), _apply_entity_property(), _get_actions() and _run_action() run after the class's own rather than instead of it, so an override does not call super(): GDScript cannot call one into a native class.

Properties

TypeNameDefault
HammeriteEntityentity

Methods

ReturnsMethod
void_apply_entity_property(prop_name: StringName, value) virtual required
bool_can_simulate() virtual
bool_can_trigger() virtual
void_draw_editor_gizmos(gizmos: HammeriteGizmoBuffer) virtual
bool_draws_editor_gizmos_only_when_picked() virtual
AABB_get_aabb() virtual
Dictionary[StringName, String]_get_actions() virtual
HammeriteEditorHandle[]_get_editor_handles() virtual
Dictionary[StringName, Variant]_get_runtime_properties() virtual
Variant_get_runtime_property(key: StringName, default_value) virtual
void_move_editor_handle(handle_id: StringName, to: Vector3) virtual
void_reset_runtime_properties() virtual
void_reset_simulation() virtual
void_run_action(action_id: StringName) virtual
void_set_editor_active(active: bool) virtual required
void_set_entity(entity: HammeriteEntity) virtual
void_set_light_modulation(modulation: float) virtual
void_set_runtime_property(key: StringName, value) virtual
void_start_simulation() virtual
void_stop_simulation() virtual
void_trigger(impulse) virtual
void_update_properties() virtual
voidapply_entity_property(prop_name: StringName, value)
boolcan_simulate()
boolcan_trigger()
voiddraw_editor_gizmos(gizmos: HammeriteGizmoBuffer)
booldraws_editor_gizmos_only_when_picked()
AABBget_aabb()
Dictionary[StringName, String]get_actions()
HammeriteEditorHandle[]get_editor_handles()
Dictionary[StringName, Variant]get_runtime_properties()
Variantget_runtime_property(key: StringName, default_value = null)
voidmove_editor_handle(handle_id: StringName, to: Vector3)
voidplace_at(where: Transform3D)
voidrequest_rebuild()
voidreset_runtime_properties()
voidreset_simulation()
voidrun_action(action_id: StringName)
voidset_editor_active(active: bool)
voidset_light_modulation(modulation: float)
voidset_runtime_property(key: StringName, value)
voidstart_simulation()
voidstop_simulation()
voidtrigger(impulse = null)
voidupdate_properties()

Signals

rebuild_requested

signal rebuild_requested()

As HammeritePointEntityNode3D.rebuild_requested.

Property descriptions

entity

var entity: HammeriteEntity

As HammeritePointEntityNode3D.entity.

Method descriptions

_apply_entity_property()

func _apply_entity_property(prop_name: StringName, value) -> void

As HammeritePointEntityNode3D.apply_entity_property(). rotation has been applied through place_at() before this is told, if the body is in the tree; scale never is. Move the body with place_at() here too, not by assigning its transform.

_can_simulate()

func _can_simulate() -> bool

Whether the editor offers to run this entity, and whether HammeriteMap3D.start_simulation() starts it. The default does nothing when run, so offers nothing.

_can_trigger()

func _can_trigger() -> bool

Whether something - the editor's Trigger, a HammeriteTrigger, the game - may trigger() it.

_draw_editor_gizmos()

func _draw_editor_gizmos(gizmos: HammeriteGizmoBuffer) -> void

Draw what the author should see of this entity - its bounds, where it points, how far it reaches - into gizmos. The editor calls it every frame it is up and the entity is visible; the default draws nothing.

_draws_editor_gizmos_only_when_picked()

func _draws_editor_gizmos_only_when_picked() -> bool

As HammeritePointEntityNode3D.draws_editor_gizmos_only_when_picked().

_get_aabb()

func _get_aabb() -> AABB

As HammeritePointEntityNode3D.get_aabb().

_get_actions()

func _get_actions() -> Dictionary[StringName, String]

The actions this entity offers in the editor's runtime panel, as id -> label. Every entity that says it can be triggered gets Trigger for nothing. Override _get_actions() to add more: what it answers is merged over these.

_get_editor_handles()

func _get_editor_handles() -> HammeriteEditorHandle[]

The points of this entity an author may take hold of in the viewport, or nothing where it offers none. Drawn and picked by the editor while the entity is selected; see HammeriteEditorHandle.

_get_runtime_properties()

func _get_runtime_properties() -> Dictionary[StringName, Variant]

What the inspector shows of the RUNNING thing, beside its authored properties - which are entity's, read with HammeriteEntity.get_property().

_get_runtime_property()

func _get_runtime_property(key: StringName, default_value) -> Variant

As HammeritePointEntityNode3D.get_runtime_property().

_move_editor_handle()

func _move_editor_handle(handle_id: StringName, to: Vector3) -> void

One of get_editor_handles() has been dragged to to, snapped to the grid. Read the position as whatever the value it stands for actually is.

_reset_runtime_properties()

func _reset_runtime_properties() -> void

As HammeritePointEntityNode3D.reset_runtime_properties().

_reset_simulation()

func _reset_simulation() -> void

Put the running thing back the way the map built it.

_run_action()

func _run_action(action_id: StringName) -> void

Do one of get_actions(). Override alongside it.

_set_editor_active()

func _set_editor_active(active: bool) -> void

As HammeritePointEntityNode3D.set_editor_active().

_set_entity()

func _set_entity(entity: HammeriteEntity) -> void

As HammeritePointEntityNode3D.set_entity().

_set_light_modulation()

func _set_light_modulation(modulation: float) -> void

As HammeritePointEntityNode3D.set_light_modulation().

_set_runtime_property()

func _set_runtime_property(key: StringName, value) -> void

As HammeritePointEntityNode3D.set_runtime_property().

_start_simulation()

func _start_simulation() -> void

As HammeritePointEntityNode3D.start_simulation().

_stop_simulation()

func _stop_simulation() -> void

As HammeritePointEntityNode3D.stop_simulation().

_trigger()

func _trigger(impulse) -> void

Do whatever this entity does when triggered. impulse is whatever the one triggering it handed over - null from the editor's Trigger, a HammeriteTrigger's target_impulse - and what it means is the entity's to say: a light might read a bool as on or off and toggle on null, a lift a floor number.

_update_properties()

func _update_properties() -> void

Apply every property the entity's type declares, as the entity holds it or as the type defaults it: a map saved before a property existed has no key for it, and its entities read the type's default. set_entity() calls it. Override _update_properties(), which runs once every property has been applied, for what wants them all first - gathering the probes that light the node once it knows where it stands.

apply_entity_property()

func apply_entity_property(prop_name: StringName, value) -> void

As HammeritePointEntityNode3D.apply_entity_property(). rotation has been applied through place_at() before this is told, if the body is in the tree; scale never is. Move the body with place_at() here too, not by assigning its transform.

can_simulate()

func can_simulate() -> bool

Whether the editor offers to run this entity, and whether HammeriteMap3D.start_simulation() starts it. The default does nothing when run, so offers nothing.

can_trigger()

func can_trigger() -> bool

Whether something - the editor's Trigger, a HammeriteTrigger, the game - may trigger() it.

draw_editor_gizmos()

func draw_editor_gizmos(gizmos: HammeriteGizmoBuffer) -> void

Draw what the author should see of this entity - its bounds, where it points, how far it reaches - into gizmos. The editor calls it every frame it is up and the entity is visible; the default draws nothing.

draws_editor_gizmos_only_when_picked()

func draws_editor_gizmos_only_when_picked() -> bool

As HammeritePointEntityNode3D.draws_editor_gizmos_only_when_picked().

get_aabb()

func get_aabb() -> AABB

As HammeritePointEntityNode3D.get_aabb().

get_actions()

func get_actions() -> Dictionary[StringName, String]

The actions this entity offers in the editor's runtime panel, as id -> label. Every entity that says it can be triggered gets Trigger for nothing. Override _get_actions() to add more: what it answers is merged over these.

get_editor_handles()

func get_editor_handles() -> HammeriteEditorHandle[]

The points of this entity an author may take hold of in the viewport, or nothing where it offers none. Drawn and picked by the editor while the entity is selected; see HammeriteEditorHandle.

get_runtime_properties()

func get_runtime_properties() -> Dictionary[StringName, Variant]

What the inspector shows of the RUNNING thing, beside its authored properties - which are entity's, read with HammeriteEntity.get_property().

get_runtime_property()

func get_runtime_property(key: StringName, default_value = null) -> Variant

As HammeritePointEntityNode3D.get_runtime_property().

move_editor_handle()

func move_editor_handle(handle_id: StringName, to: Vector3) -> void

One of get_editor_handles() has been dragged to to, snapped to the grid. Read the position as whatever the value it stands for actually is.

place_at()

func place_at(where: Transform3D) -> void

Put it somewhere and let it rest there, whatever the physics was in the middle of. The one way to move one of these from script. Anything that assigns to global_transform is writing to a value the physics server owns and will overwrite, which is a body that does not move and a bug that looks like the caller being ignored. where is in world space. An authored origin or turn is in the map's, so one put here from the entity has to be carried through the HammeriteMap3D's transform first.

request_rebuild()

func request_rebuild() -> void

Emit rebuild_requested, so HammeriteMap3D frees this node and builds it again from the entity.

reset_runtime_properties()

func reset_runtime_properties() -> void

As HammeritePointEntityNode3D.reset_runtime_properties().

reset_simulation()

func reset_simulation() -> void

Put the running thing back the way the map built it.

run_action()

func run_action(action_id: StringName) -> void

Do one of get_actions(). Override alongside it.

set_editor_active()

func set_editor_active(active: bool) -> void

As HammeritePointEntityNode3D.set_editor_active().

set_light_modulation()

func set_light_modulation(modulation: float) -> void

As HammeritePointEntityNode3D.set_light_modulation().

set_runtime_property()

func set_runtime_property(key: StringName, value) -> void

As HammeritePointEntityNode3D.set_runtime_property().

start_simulation()

func start_simulation() -> void

As HammeritePointEntityNode3D.start_simulation().

stop_simulation()

func stop_simulation() -> void

As HammeritePointEntityNode3D.stop_simulation().

trigger()

func trigger(impulse = null) -> void

Do whatever this entity does when triggered. impulse is whatever the one triggering it handed over - null from the editor's Trigger, a HammeriteTrigger's target_impulse - and what it means is the entity's to say: a light might read a bool as on or off and toggle on null, a lift a floor number.

update_properties()

func update_properties() -> void

Apply every property the entity's type declares, as the entity holds it or as the type defaults it: a map saved before a property existed has no key for it, and its entities read the type's default. set_entity() calls it. Override _update_properties(), which runs once every property has been applied, for what wants them all first - gathering the probes that light the node once it knows where it stands.

Hammerite 2.0 · built from 6d57ab2d, 2026-10-17