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

bool

_cast_motion(shape_rid: RID, transform: Transform2D, motion: Vector2, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, closest_safe: float, closest_unsafe: float) virtual

bool

_collide_shape(shape_rid: RID, transform: Transform2D, motion: Vector2, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, results: void, max_results: int, result_count: int32_t) virtual

int

_intersect_point(position: Vector2, canvas_instance_id: int, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, results: PhysicsServer2DExtensionShapeResult, max_results: int) virtual

bool

_intersect_ray(from: Vector2, to: Vector2, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, hit_from_inside: bool, result: PhysicsServer2DExtensionRayResult) virtual

int

_intersect_shape(shape_rid: RID, transform: Transform2D, motion: Vector2, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, result: PhysicsServer2DExtensionShapeResult, max_results: int) virtual

bool

_rest_info(shape_rid: RID, transform: Transform2D, motion: Vector2, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, rest_info: PhysicsServer2DExtensionShapeRestInfo) virtual

bool

is_body_excluded_from_query(body: RID) const


方法说明

bool _cast_motion(shape_rid: RID, transform: Transform2D, motion: Vector2, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, closest_safe: float*, closest_unsafe: float*) virtual 🔗

该方法目前没有描述,请帮我们贡献一个吧!


bool _collide_shape(shape_rid: RID, transform: Transform2D, motion: Vector2, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, results: void*, max_results: int, result_count: int32_t*) virtual 🔗

该方法目前没有描述,请帮我们贡献一个吧!


int _intersect_point(position: Vector2, canvas_instance_id: int, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, results: PhysicsServer2DExtensionShapeResult*, max_results: int) virtual 🔗

该方法目前没有描述,请帮我们贡献一个吧!


bool _intersect_ray(from: Vector2, to: Vector2, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, hit_from_inside: bool, result: PhysicsServer2DExtensionRayResult*) virtual 🔗

该方法目前没有描述,请帮我们贡献一个吧!


int _intersect_shape(shape_rid: RID, transform: Transform2D, motion: Vector2, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, result: PhysicsServer2DExtensionShapeResult*, max_results: int) virtual 🔗

该方法目前没有描述,请帮我们贡献一个吧!


bool _rest_info(shape_rid: RID, transform: Transform2D, motion: Vector2, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, rest_info: PhysicsServer2DExtensionShapeRestInfo*) virtual 🔗

该方法目前没有描述,请帮我们贡献一个吧!


bool is_body_excluded_from_query(body: RID) const 🔗

该方法目前没有描述,请帮我们贡献一个吧!