PhysicsDirectSpaceState3DExtension
Наследует: PhysicsDirectSpaceState3D < Object
Предоставляет виртуальные методы, которые можно переопределить для создания пользовательских реализаций PhysicsDirectSpaceState3D.
Описание
Этот класс расширяет PhysicsDirectSpaceState3D, предоставляя дополнительные виртуальные методы, которые можно переопределить. Когда эти методы переопределяются, они будут вызываться вместо внутренних методов физического сервера.
Предназначено для использования с GDExtension для создания пользовательских реализаций PhysicsDirectSpaceState3D.
Методы
_cast_motion(shape_rid: RID, transform: Transform3D, motion: Vector3, 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: Transform3D, motion: Vector3, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, results: |
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_get_closest_point_to_object_volume(object: RID, point: Vector3) virtual required const |
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_intersect_point(position: Vector3, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, results: |
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_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: |
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_intersect_shape(shape_rid: RID, transform: Transform3D, motion: Vector3, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, result_count: |
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_rest_info(shape_rid: RID, transform: Transform3D, motion: Vector3, 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 |
Описания метода
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 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, 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!
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, 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, 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, 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, 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!