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PhysicsDirectSpaceState2DExtension
继承: PhysicsDirectSpaceState2D < Object
提供能够覆盖的虚方法,用于创建自定义的 PhysicsDirectSpaceState2D 实现。
描述
这个类扩展自 PhysicsDirectSpaceState2D,提供了额外可覆盖的虚方法。覆盖这些方法后,就会代替物理服务器的内部方法进行调用。
旨在通过 GDExtension 创建自定义的 PhysicsDirectSpaceState2D 实现使用。
方法
_cast_motion(shape_rid: RID, transform: Transform2D, motion: Vector2, 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: Transform2D, motion: Vector2, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, r_results: |
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_intersect_point(position: Vector2, canvas_instance_id: int, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, r_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, r_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, r_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, 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: Transform2D, motion: Vector2, margin: float, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, r_closest_safe: float*, r_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, 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!
int _intersect_point(position: Vector2, canvas_instance_id: int, collision_mask: int, collide_with_bodies: bool, collide_with_areas: bool, r_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, r_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, r_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, r_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!