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PhysicsDirectSpaceState3DExtension

Hérite de : PhysicsDirectSpaceState3D < Object

Fournit des méthodes virtuelles qui peuvent être redéfinies pour créer des implémentations personnalisées de PhysicsDirectSpaceState3D.

Description

Cette classe étend PhysicsDirectSpaceState3D en fournissant des méthodes virtuelles supplémentaires qui peuvent être redéfinies. Lorsque ces méthodes sont redéfinies, elles seront appelées au lieu des méthodes internes du serveur de physique.

Destinée à être utilisée avec GDExtension pour créer des implémentations personnalisées de PhysicsDirectSpaceState3D.

Méthodes

bool

_cast_motion(shape_rid: RID, transform: Transform3D, motion: Vector3, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, r_closest_safe: float*, r_closest_unsafe: float*, r_info: PhysicsServer3DExtensionShapeRestInfo*) virtual required

bool

_collide_shape(shape_rid: RID, transform: Transform3D, motion: Vector3, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, r_results: void*, max_results: int, r_result_count: int32_t*) virtual required

Vector3

_get_closest_point_to_object_volume(object: RID, point: Vector3) virtual required const

int

_intersect_point(position: Vector3, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, r_results: PhysicsServer3DExtensionShapeResult*, max_results: int) virtual required

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, r_result: PhysicsServer3DExtensionRayResult*) virtual required

int

_intersect_shape(shape_rid: RID, transform: Transform3D, motion: Vector3, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, r_result_count: PhysicsServer3DExtensionShapeResult*, max_results: int) virtual required

bool

_rest_info(shape_rid: RID, transform: Transform3D, motion: Vector3, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, r_rest_info: PhysicsServer3DExtensionShapeRestInfo*) virtual required

bool

is_body_excluded_from_query(body: RID) const


Descriptions des méthodes

bool _cast_motion(shape_rid: RID, transform: Transform3D, motion: Vector3, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, r_closest_safe: float*, r_closest_unsafe: float*, r_info: PhysicsServer3DExtensionShapeRestInfo*) virtual required 🔗

There is currently no description for this method. Please help us by contributing one!


bool _collide_shape(shape_rid: RID, transform: Transform3D, motion: Vector3, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, r_results: void*, max_results: int, r_result_count: int32_t*) virtual required 🔗

There is currently no description for this method. Please help us by contributing one!


Vector3 _get_closest_point_to_object_volume(object: RID, point: Vector3) virtual required const 🔗

There is currently no description for this method. Please help us by contributing one!


int _intersect_point(position: Vector3, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, r_results: PhysicsServer3DExtensionShapeResult*, max_results: int) virtual required 🔗

There is currently no description for this method. Please help us by contributing one!


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, r_result: PhysicsServer3DExtensionRayResult*) virtual required 🔗

There is currently no description for this method. Please help us by contributing one!


int _intersect_shape(shape_rid: RID, transform: Transform3D, motion: Vector3, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, r_result_count: PhysicsServer3DExtensionShapeResult*, 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: Transform3D, motion: Vector3, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, r_rest_info: PhysicsServer3DExtensionShapeRestInfo*) 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!