PhysicsDirectSpaceState2DExtension
Hereda: PhysicsDirectSpaceState2D < Object
Proporciona métodos virtuales que pueden ser sobrescritos para crear implementaciones personalizadas de PhysicsDirectSpaceState2D.
Descripción
Esta clase extiende PhysicsDirectSpaceState2D al proporcionar métodos virtuales adicionales que pueden ser sobrescritos. Cuando estos métodos se sobrescriben, se llamarán en lugar de los métodos internos del servidor de física.
Pensado para su uso con GDExtension para crear implementaciones personalizadas de PhysicsDirectSpaceState2D.
Métodos
_cast_motion(shape_rid: RID, transform: Transform2D, motion: Vector2, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, closest_safe: |
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_collide_shape(shape_rid: RID, transform: Transform2D, motion: Vector2, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, results: |
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_intersect_point(position: Vector2, canvas_instance_id: int, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, results: |
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_intersect_ray(from: Vector2, to: Vector2, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, hit_from_inside: bool, result: |
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_intersect_shape(shape_rid: RID, transform: Transform2D, motion: Vector2, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, result: |
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_rest_info(shape_rid: RID, transform: Transform2D, motion: Vector2, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, rest_info: |
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is_body_excluded_from_query(body: RID) const |
Descripciones de Métodos
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 required 🔗
There is currently no description for this method. Please help us by contributing one!
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 required 🔗
There is currently no description for this method. Please help us by contributing one!
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 required 🔗
There is currently no description for this method. Please help us by contributing one!
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 required 🔗
There is currently no description for this method. Please help us by contributing one!
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 required 🔗
There is currently no description for this method. Please help us by contributing one!
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 required 🔗
There is currently no description for this method. Please help us by contributing one!
bool is_body_excluded_from_query(body: RID) const 🔗
There is currently no description for this method. Please help us by contributing one!