PhysicsShapeQueryParameters3D
继承: RefCounted < Object
为 PhysicsDirectSpaceState3D.intersect_shape 提供参数。
描述
你可以通过修改这个对象的形状等属性来为 PhysicsDirectSpaceState3D.intersect_shape 配置参数。
属性
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属性说明
bool collide_with_areas = false
如果为 true
,则查询将考虑 Area3D。
bool collide_with_bodies = true
如果为 true
,则查询将考虑 PhysicsBody3D。
int collision_mask = 4294967295
查询将检测的物理层(作为位掩码)。默认情况下,会检测所有碰撞层。有关详细信息,请参阅文档中的 《碰撞层和掩码》。
RID[] exclude = []
将被排除在碰撞之外的对象的 RID 列表。请使用 CollisionObject3D.get_rid 来获取与派生自 CollisionObject3D 的节点关联的 RID。
float margin = 0.0
形状的碰撞边距。
Vector3 motion = Vector3(0, 0, 0)
正在查询的形状的运动。
Resource shape
将用于碰撞/相交查询的 Shape3D。存储的是实际的引用,可以避免该形状在进行查询时被释放,因此请优先使用这个属性,而不是 shape_rid。
RID shape_rid = RID()
The queried shape’s RID that will be used for collision/intersection queries. Use this over shape if you want to optimize for performance using the Servers API:
GDScriptC#
var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)
var radius = 2.0
PhysicsServer3D.shape_set_data(shape_rid, radius)
var params = PhysicsShapeQueryParameters3D.new()
params.shape_rid = shape_rid
# Execute physics queries here...
# Release the shape when done with physics queries.
PhysicsServer3D.free_rid(shape_rid)
RID shapeRid = PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);
float radius = 2.0f;
PhysicsServer3D.ShapeSetData(shapeRid, radius);
var params = new PhysicsShapeQueryParameters3D();
params.ShapeRid = shapeRid;
// Execute physics queries here...
// Release the shape when done with physics queries.
PhysicsServer3D.FreeRid(shapeRid);
Transform3D transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
void set_transform ( Transform3D value )
Transform3D get_transform ( )
被查询形状的变换矩阵。
© 版权所有 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0). Revision b1c660f7
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