PhysicsDirectSpaceState3DExtension

继承: PhysicsDirectSpaceState3D < Object

提供能够覆盖的虚方法,用于创建自定义的 PhysicsDirectSpaceState3D 实现。

描述

这个类扩展自 PhysicsDirectSpaceState3D,额外提供了可覆盖的虚方法。调用时会使用这些覆盖后的方法代替物理服务器中的内部方法。

旨在用于 GDExtension,用于创建 PhysicsDirectSpaceState3D 的自定义实现。

方法

bool

_cast_motion ( RID shape_rid, Transform3D transform, Vector3 motion, float margin, int collision_mask, bool collide_with_bodies, bool collide_with_areas, float closest_safe, float closest_unsafe, PhysicsServer3DExtensionShapeRestInfo info ) virtual

bool

_collide_shape ( RID shape_rid, Transform3D transform, Vector3 motion, float margin, int collision_mask, bool collide_with_bodies, bool collide_with_areas, void results, int max_results, int32_t result_count ) virtual

Vector3

_get_closest_point_to_object_volume ( RID object, Vector3 point ) virtual const

int

_intersect_point ( Vector3 position, int collision_mask, bool collide_with_bodies, bool collide_with_areas, PhysicsServer3DExtensionShapeResult results, int max_results ) virtual

bool

_intersect_ray ( Vector3 from, Vector3 to, int collision_mask, bool collide_with_bodies, bool collide_with_areas, bool hit_from_inside, bool hit_back_faces, bool pick_ray, PhysicsServer3DExtensionRayResult result ) virtual

int

_intersect_shape ( RID shape_rid, Transform3D transform, Vector3 motion, float margin, int collision_mask, bool collide_with_bodies, bool collide_with_areas, PhysicsServer3DExtensionShapeResult result_count, int max_results ) virtual

bool

_rest_info ( RID shape_rid, Transform3D transform, Vector3 motion, float margin, int collision_mask, bool collide_with_bodies, bool collide_with_areas, PhysicsServer3DExtensionShapeRestInfo* rest_info ) virtual

bool

is_body_excluded_from_query ( RID body ) const


方法说明

bool _cast_motion ( RID shape_rid, Transform3D transform, Vector3 motion, float margin, int collision_mask, bool collide_with_bodies, bool collide_with_areas, float* closest_safe, float* closest_unsafe, PhysicsServer3DExtensionShapeRestInfo* info ) 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, Transform3D transform, Vector3 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


Vector3 _get_closest_point_to_object_volume ( RID object, Vector3 point ) virtual const

目前没有这个方法的描述。请帮我们贡献一个


int _intersect_point ( Vector3 position, int collision_mask, bool collide_with_bodies, bool collide_with_areas, PhysicsServer3DExtensionShapeResult* 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 ( Vector3 from, Vector3 to, int collision_mask, bool collide_with_bodies, bool collide_with_areas, bool hit_from_inside, bool hit_back_faces, bool pick_ray, PhysicsServer3DExtensionRayResult* 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, Transform3D transform, Vector3 motion, float margin, int collision_mask, bool collide_with_bodies, bool collide_with_areas, PhysicsServer3DExtensionShapeResult* result_count, 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, Transform3D transform, Vector3 motion, float margin, int collision_mask, bool collide_with_bodies, bool collide_with_areas, PhysicsServer3DExtensionShapeRestInfo* 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

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