PhysicsDirectSpaceState2DExtension
继承: PhysicsDirectSpaceState2D < Object
提供能够覆盖的虚方法,用于创建自定义的 PhysicsDirectSpaceState2D 实现。
描述
这个类扩展自 PhysicsDirectSpaceState2D,提供了额外可覆盖的虚方法。覆盖这些方法后,就会代替物理服务器的内部方法进行调用。
旨在通过 GDExtension 创建自定义的 PhysicsDirectSpaceState2D 实现使用。
方法
_cast_motion ( RID shape_rid, Transform2D transform, Vector2 motion, float margin, int collision_mask, bool collide_with_bodies, bool collide_with_areas, float closest_safe, float closest_unsafe ) virtual | |
_collide_shape ( RID shape_rid, Transform2D transform, Vector2 motion, float margin, int collision_mask, bool collide_with_bodies, bool collide_with_areas, void results, int max_results, int32_t result_count ) virtual | |
_intersect_point ( Vector2 position, int canvas_instance_id, int collision_mask, bool collide_with_bodies, bool collide_with_areas, PhysicsServer2DExtensionShapeResult results, int max_results ) virtual | |
_intersect_ray ( Vector2 from, Vector2 to, int collision_mask, bool collide_with_bodies, bool collide_with_areas, bool hit_from_inside, PhysicsServer2DExtensionRayResult result ) virtual | |
_intersect_shape ( RID shape_rid, Transform2D transform, Vector2 motion, float margin, int collision_mask, bool collide_with_bodies, bool collide_with_areas, PhysicsServer2DExtensionShapeResult result, int max_results ) virtual | |
_rest_info ( RID shape_rid, Transform2D transform, Vector2 motion, float margin, int collision_mask, bool collide_with_bodies, bool collide_with_areas, PhysicsServer2DExtensionShapeRestInfo rest_info ) virtual | |
is_body_excluded_from_query ( RID body ) const |
方法说明
bool _cast_motion ( RID shape_rid, Transform2D transform, Vector2 motion, float margin, int collision_mask, bool collide_with_bodies, bool collide_with_areas, float* closest_safe, float* closest_unsafe ) virtual
目前没有这个方法的描述。请帮我们贡献一个!
bool _collide_shape ( RID shape_rid, Transform2D transform, Vector2 motion, float margin, int collision_mask, bool collide_with_bodies, bool collide_with_areas, void* results, int max_results, int32_t* result_count ) virtual
目前没有这个方法的描述。请帮我们贡献一个!
int _intersect_point ( Vector2 position, int canvas_instance_id, int collision_mask, bool collide_with_bodies, bool collide_with_areas, PhysicsServer2DExtensionShapeResult* results, int max_results ) virtual
目前没有这个方法的描述。请帮我们贡献一个!
bool _intersect_ray ( Vector2 from, Vector2 to, int collision_mask, bool collide_with_bodies, bool collide_with_areas, bool hit_from_inside, PhysicsServer2DExtensionRayResult* result ) virtual
目前没有这个方法的描述。请帮我们贡献一个!
int _intersect_shape ( RID shape_rid, Transform2D transform, Vector2 motion, float margin, int collision_mask, bool collide_with_bodies, bool collide_with_areas, PhysicsServer2DExtensionShapeResult* result, int max_results ) virtual
目前没有这个方法的描述。请帮我们贡献一个!
bool _rest_info ( RID shape_rid, Transform2D transform, Vector2 motion, float margin, int collision_mask, bool collide_with_bodies, bool collide_with_areas, PhysicsServer2DExtensionShapeRestInfo* rest_info ) virtual
目前没有这个方法的描述。请帮我们贡献一个!
bool is_body_excluded_from_query ( RID body ) const
目前没有这个方法的描述。请帮我们贡献一个!
© 版权所有 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0). Revision b1c660f7
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