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PhysicsDirectSpaceState3DExtension
Успадковує: PhysicsDirectSpaceState3D < Object
Забезпечує віртуальні методи, які можуть передаватися для створення користувацького PhysicsDirectSpaceState3D.
Опис
Цей клас поширюється на PhysicsDirectSpaceState3D шляхом надання додаткових віртуальних методів, які можуть передаватися. Коли ці методи перевантажуються, вони будуть називатися замість внутрішніх методів фізичного сервера.
Призначений для використання з GDExtension для створення користувацького впровадження PhysicsDirectSpaceState3D.
Методи
_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: |
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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, r_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, r_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, r_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, r_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, r_rest_info: |
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is_body_excluded_from_query(body: RID) const |
Описи методів
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!