8b547331be
* Allows creating a GDExtension based 3D Physics Server (for Bullet, PhysX, etc. support) * Some changes on native struct binding for PhysicsServer This allows a 3D Physics server created entirely from GDExtension. Once it works, the idea is to port the 2D one to it.
99 lines
4.4 KiB
XML
99 lines
4.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PhysicsDirectSpaceState3DExtension" inherits="PhysicsDirectSpaceState3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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</brief_description>
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<description>
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="_cast_motion" qualifiers="virtual">
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<return type="bool" />
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<argument index="0" name="shape_rid" type="RID" />
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<argument index="1" name="transform" type="Transform3D" />
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<argument index="2" name="motion" type="Vector3" />
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<argument index="3" name="margin" type="float" />
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<argument index="4" name="collision_mask" type="int" />
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<argument index="5" name="collide_with_bodies" type="bool" />
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<argument index="6" name="collide_with_areas" type="bool" />
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<argument index="7" name="closest_safe" type="float*" />
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<argument index="8" name="closest_unsafe" type="float*" />
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<argument index="9" name="info" type="PhysicsServer3DExtensionShapeRestInfo*" />
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<description>
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</description>
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</method>
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<method name="_collide_shape" qualifiers="virtual">
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<return type="bool" />
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<argument index="0" name="shape_rid" type="RID" />
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<argument index="1" name="transform" type="Transform3D" />
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<argument index="2" name="motion" type="Vector3" />
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<argument index="3" name="margin" type="float" />
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<argument index="4" name="collision_mask" type="int" />
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<argument index="5" name="collide_with_bodies" type="bool" />
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<argument index="6" name="collide_with_areas" type="bool" />
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<argument index="7" name="results" type="void*" />
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<argument index="8" name="max_results" type="int" />
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<argument index="9" name="result_count" type="int32_t*" />
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<description>
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</description>
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</method>
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<method name="_get_closest_point_to_object_volume" qualifiers="virtual const">
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<return type="Vector3" />
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<argument index="0" name="object" type="RID" />
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<argument index="1" name="point" type="Vector3" />
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<description>
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</description>
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</method>
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<method name="_intersect_point" qualifiers="virtual">
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<return type="int" />
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<argument index="0" name="position" type="Vector3" />
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<argument index="1" name="collision_mask" type="int" />
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<argument index="2" name="collide_with_bodies" type="bool" />
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<argument index="3" name="collide_with_areas" type="bool" />
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<argument index="4" name="results" type="PhysicsServer3DExtensionShapeResult*" />
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<argument index="5" name="max_results" type="int" />
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<description>
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</description>
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</method>
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<method name="_intersect_ray" qualifiers="virtual">
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<return type="bool" />
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<argument index="0" name="from" type="Vector3" />
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<argument index="1" name="to" type="Vector3" />
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<argument index="2" name="collision_mask" type="int" />
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<argument index="3" name="collide_with_bodies" type="bool" />
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<argument index="4" name="collide_with_areas" type="bool" />
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<argument index="5" name="hit_from_inside" type="bool" />
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<argument index="6" name="hit_back_faces" type="bool" />
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<argument index="7" name="result" type="PhysicsServer3DExtensionRayResult*" />
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<description>
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</description>
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</method>
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<method name="_intersect_shape" qualifiers="virtual">
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<return type="int" />
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<argument index="0" name="shape_rid" type="RID" />
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<argument index="1" name="transform" type="Transform3D" />
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<argument index="2" name="motion" type="Vector3" />
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<argument index="3" name="margin" type="float" />
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<argument index="4" name="collision_mask" type="int" />
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<argument index="5" name="collide_with_bodies" type="bool" />
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<argument index="6" name="collide_with_areas" type="bool" />
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<argument index="7" name="result_count" type="PhysicsServer3DExtensionShapeResult*" />
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<argument index="8" name="max_results" type="int" />
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<description>
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</description>
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</method>
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<method name="_rest_info" qualifiers="virtual">
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<return type="bool" />
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<argument index="0" name="shape_rid" type="RID" />
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<argument index="1" name="transform" type="Transform3D" />
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<argument index="2" name="motion" type="Vector3" />
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<argument index="3" name="margin" type="float" />
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<argument index="4" name="collision_mask" type="int" />
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<argument index="5" name="collide_with_bodies" type="bool" />
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<argument index="6" name="collide_with_areas" type="bool" />
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<argument index="7" name="rest_info" type="PhysicsServer3DExtensionShapeRestInfo*" />
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<description>
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</description>
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</method>
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</methods>
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</class>
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