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PhysicsDirectSpaceState3DExtension
继承: PhysicsDirectSpaceState3D < Object
提供能够覆盖的虚方法,用于创建自定义的 PhysicsDirectSpaceState3D 实现。
描述
这个类扩展自 PhysicsDirectSpaceState3D,额外提供了可覆盖的虚方法。调用时会使用这些覆盖后的方法代替物理服务器中的内部方法。
旨在用于 GDExtension,用于创建 PhysicsDirectSpaceState3D 的自定义实现。
方法
_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 |
方法说明
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!