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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 ( 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

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

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

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

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

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

bool

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