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(shape_rid: RID, transform: Transform2D, motion: Vector2, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, closest_safe: | |
_collide_shape(shape_rid: RID, transform: Transform2D, motion: Vector2, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, results: | |
_intersect_point(position: Vector2, canvas_instance_id: int, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, results: | |
_intersect_ray(from: Vector2, to: Vector2, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, hit_from_inside: bool, result: | |
_intersect_shape(shape_rid: RID, transform: Transform2D, motion: Vector2, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, result: | |
_rest_info(shape_rid: RID, transform: Transform2D, motion: Vector2, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, rest_info: | |
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 🔗
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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 🔗
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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 🔗
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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 🔗
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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 🔗
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bool is_body_excluded_from_query(body: RID) const 🔗
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