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
_cast_motion(shape_rid: RID, transform: Transform3D, motion: Vector3, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, closest_safe: | |
_collide_shape(shape_rid: RID, transform: Transform3D, motion: Vector3, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, results: | |
_get_closest_point_to_object_volume(object: RID, point: Vector3) virtual const | |
_intersect_point(position: Vector3, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, results: | |
_intersect_ray(from: Vector3, to: Vector3, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, hit_from_inside: bool, hit_back_faces: bool, pick_ray: bool, result: | |
_intersect_shape(shape_rid: RID, transform: Transform3D, motion: Vector3, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, result_count: | |
_rest_info(shape_rid: RID, transform: Transform3D, motion: Vector3, 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: Transform3D, motion: Vector3, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, closest_safe: float*
, closest_unsafe: float*
, info: PhysicsServer3DExtensionShapeRestInfo*
) virtual 🔗
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bool _collide_shape(shape_rid: RID, transform: Transform3D, motion: Vector3, 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!
Vector3 _get_closest_point_to_object_volume(object: RID, point: Vector3) virtual const 🔗
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int _intersect_point(position: Vector3, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, results: PhysicsServer3DExtensionShapeResult*
, max_results: int) virtual 🔗
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bool _intersect_ray(from: Vector3, to: Vector3, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, hit_from_inside: bool, hit_back_faces: bool, pick_ray: bool, result: PhysicsServer3DExtensionRayResult*
) 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: Transform3D, motion: Vector3, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, result_count: PhysicsServer3DExtensionShapeResult*
, max_results: int) virtual 🔗
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bool _rest_info(shape_rid: RID, transform: Transform3D, motion: Vector3, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, rest_info: PhysicsServer3DExtensionShapeRestInfo*
) virtual 🔗
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bool is_body_excluded_from_query(body: RID) const 🔗
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