PhysicsServer3DExtension

继承: PhysicsServer3D < Object

Provides virtual methods that can be overridden to create custom PhysicsServer3D implementations.

描述

This class extends PhysicsServer3D by providing additional virtual methods that can be overridden. When these methods are overridden, they will be called instead of the internal methods of the physics server.

Intended for use with GDExtension to create custom implementations of PhysicsServer3D.

方法

void_area_add_shape ( area: RID, shape: RID, transform: Transform3D, disabled: bool ) virtual1
void_area_attach_object_instance_id ( area: RID, id: int ) virtual1
void_area_clear_shapes ( area: RID ) virtual1
RID_area_create ( ) virtual1
int_area_get_collision_layer ( area: RID ) virtual1 const2
int_area_get_collision_mask ( area: RID ) virtual1 const2
int_area_get_object_instance_id ( area: RID ) virtual1 const2
Variant_area_get_param ( area: RID, param: AreaParameter ) virtual1 const2
RID_area_get_shape ( area: RID, shape_idx: int ) virtual1 const2
int_area_get_shape_count ( area: RID ) virtual1 const2
Transform3D_area_get_shape_transform ( area: RID, shape_idx: int ) virtual1 const2
RID_area_get_space ( area: RID ) virtual1 const2
Transform3D_area_get_transform ( area: RID ) virtual1 const2
void_area_remove_shape ( area: RID, shape_idx: int ) virtual1
void_area_set_area_monitor_callback ( area: RID, callback: Callable ) virtual1
void_area_set_collision_layer ( area: RID, layer: int ) virtual1
void_area_set_collision_mask ( area: RID, mask: int ) virtual1
void_area_set_monitor_callback ( area: RID, callback: Callable ) virtual1
void_area_set_monitorable ( area: RID, monitorable: bool ) virtual1
void_area_set_param ( area: RID, param: AreaParameter, value: Variant ) virtual1
void_area_set_ray_pickable ( area: RID, enable: bool ) virtual1
void_area_set_shape ( area: RID, shape_idx: int, shape: RID ) virtual1
void_area_set_shape_disabled ( area: RID, shape_idx: int, disabled: bool ) virtual1
void_area_set_shape_transform ( area: RID, shape_idx: int, transform: Transform3D ) virtual1
void_area_set_space ( area: RID, space: RID ) virtual1
void_area_set_transform ( area: RID, transform: Transform3D ) virtual1
void_body_add_collision_exception ( body: RID, excepted_body: RID ) virtual1
void_body_add_constant_central_force ( body: RID, force: Vector3 ) virtual1
void_body_add_constant_force ( body: RID, force: Vector3, position: Vector3 ) virtual1
void_body_add_constant_torque ( body: RID, torque: Vector3 ) virtual1
void_body_add_shape ( body: RID, shape: RID, transform: Transform3D, disabled: bool ) virtual1
void_body_apply_central_force ( body: RID, force: Vector3 ) virtual1
void_body_apply_central_impulse ( body: RID, impulse: Vector3 ) virtual1
void_body_apply_force ( body: RID, force: Vector3, position: Vector3 ) virtual1
void_body_apply_impulse ( body: RID, impulse: Vector3, position: Vector3 ) virtual1
void_body_apply_torque ( body: RID, torque: Vector3 ) virtual1
void_body_apply_torque_impulse ( body: RID, impulse: Vector3 ) virtual1
void_body_attach_object_instance_id ( body: RID, id: int ) virtual1
void_body_clear_shapes ( body: RID ) virtual1
RID_body_create ( ) virtual1
Array RID_body_get_collision_exceptions ( body: RID ) virtual1 const2
int_body_get_collision_layer ( body: RID ) virtual1 const2
int_body_get_collision_mask ( body: RID ) virtual1 const2
float_body_get_collision_priority ( body: RID ) virtual1 const2
Vector3_body_get_constant_force ( body: RID ) virtual1 const2
Vector3_body_get_constant_torque ( body: RID ) virtual1 const2
float_body_get_contacts_reported_depth_threshold ( body: RID ) virtual1 const2
PhysicsDirectBodyState3D_body_get_direct_state ( body: RID ) virtual1
int_body_get_max_contacts_reported ( body: RID ) virtual1 const2
BodyMode_body_get_mode ( body: RID ) virtual1 const2
int_body_get_object_instance_id ( body: RID ) virtual1 const2
Variant_body_get_param ( body: RID, param: BodyParameter ) virtual1 const2
RID_body_get_shape ( body: RID, shape_idx: int ) virtual1 const2
int_body_get_shape_count ( body: RID ) virtual1 const2
Transform3D_body_get_shape_transform ( body: RID, shape_idx: int ) virtual1 const2
RID_body_get_space ( body: RID ) virtual1 const2
Variant_body_get_state ( body: RID, state: BodyState ) virtual1 const2
int_body_get_user_flags ( body: RID ) virtual1 const2
bool_body_is_axis_locked ( body: RID, axis: BodyAxis ) virtual1 const2
bool_body_is_continuous_collision_detection_enabled ( body: RID ) virtual1 const2
bool_body_is_omitting_force_integration ( body: RID ) virtual1 const2
void_body_remove_collision_exception ( body: RID, excepted_body: RID ) virtual1
void_body_remove_shape ( body: RID, shape_idx: int ) virtual1
void_body_reset_mass_properties ( body: RID ) virtual1
void_body_set_axis_lock ( body: RID, axis: BodyAxis, lock: bool ) virtual1
void_body_set_axis_velocity ( body: RID, axis_velocity: Vector3 ) virtual1
void_body_set_collision_layer ( body: RID, layer: int ) virtual1
void_body_set_collision_mask ( body: RID, mask: int ) virtual1
void_body_set_collision_priority ( body: RID, priority: float ) virtual1
void_body_set_constant_force ( body: RID, force: Vector3 ) virtual1
void_body_set_constant_torque ( body: RID, torque: Vector3 ) virtual1
void_body_set_contacts_reported_depth_threshold ( body: RID, threshold: float ) virtual1
void_body_set_enable_continuous_collision_detection ( body: RID, enable: bool ) virtual1
void_body_set_force_integration_callback ( body: RID, callable: Callable, userdata: Variant ) virtual1
void_body_set_max_contacts_reported ( body: RID, amount: int ) virtual1
void_body_set_mode ( body: RID, mode: BodyMode ) virtual1
void_body_set_omit_force_integration ( body: RID, enable: bool ) virtual1
void_body_set_param ( body: RID, param: BodyParameter, value: Variant ) virtual1
void_body_set_ray_pickable ( body: RID, enable: bool ) virtual1
void_body_set_shape ( body: RID, shape_idx: int, shape: RID ) virtual1
void_body_set_shape_disabled ( body: RID, shape_idx: int, disabled: bool ) virtual1
void_body_set_shape_transform ( body: RID, shape_idx: int, transform: Transform3D ) virtual1
void_body_set_space ( body: RID, space: RID ) virtual1
void_body_set_state ( body: RID, state: BodyState, value: Variant ) virtual1
void_body_set_state_sync_callback ( body: RID, callable: Callable ) virtual1
void_body_set_user_flags ( body: RID, flags: int ) virtual1
bool_body_test_motion ( body: RID, from: Transform3D, motion: Vector3, margin: float, max_collisions: int, collide_separation_ray: bool, recovery_as_collision: bool, result: PhysicsServer3DExtensionMotionResult* ) virtual1 const2
RID_box_shape_create ( ) virtual1
RID_capsule_shape_create ( ) virtual1
RID_concave_polygon_shape_create ( ) virtual1
float_cone_twist_joint_get_param ( joint: RID, param: ConeTwistJointParam ) virtual1 const2
void_cone_twist_joint_set_param ( joint: RID, param: ConeTwistJointParam, value: float ) virtual1
RID_convex_polygon_shape_create ( ) virtual1
RID_custom_shape_create ( ) virtual1
RID_cylinder_shape_create ( ) virtual1
void_end_sync ( ) virtual1
void_finish ( ) virtual1
void_flush_queries ( ) virtual1
void_free_rid ( rid: RID ) virtual1
bool_generic_6dof_joint_get_flag ( joint: RID, axis: Vector3.Axis, flag: G6DOFJointAxisFlag ) virtual1 const2
float_generic_6dof_joint_get_param ( joint: RID, axis: Vector3.Axis, param: G6DOFJointAxisParam ) virtual1 const2
void_generic_6dof_joint_set_flag ( joint: RID, axis: Vector3.Axis, flag: G6DOFJointAxisFlag, enable: bool ) virtual1
void_generic_6dof_joint_set_param ( joint: RID, axis: Vector3.Axis, param: G6DOFJointAxisParam, value: float ) virtual1
int_get_process_info ( process_info: ProcessInfo ) virtual1
RID_heightmap_shape_create ( ) virtual1
bool_hinge_joint_get_flag ( joint: RID, flag: HingeJointFlag ) virtual1 const2
float_hinge_joint_get_param ( joint: RID, param: HingeJointParam ) virtual1 const2
void_hinge_joint_set_flag ( joint: RID, flag: HingeJointFlag, enabled: bool ) virtual1
void_hinge_joint_set_param ( joint: RID, param: HingeJointParam, value: float ) virtual1
void_init ( ) virtual1
bool_is_flushing_queries ( ) virtual1 const2
void_joint_clear ( joint: RID ) virtual1
RID_joint_create ( ) virtual1
void_joint_disable_collisions_between_bodies ( joint: RID, disable: bool ) virtual1
int_joint_get_solver_priority ( joint: RID ) virtual1 const2
JointType_joint_get_type ( joint: RID ) virtual1 const2
bool_joint_is_disabled_collisions_between_bodies ( joint: RID ) virtual1 const2
void_joint_make_cone_twist ( joint: RID, body_A: RID, local_ref_A: Transform3D, body_B: RID, local_ref_B: Transform3D ) virtual1
void_joint_make_generic_6dof ( joint: RID, body_A: RID, local_ref_A: Transform3D, body_B: RID, local_ref_B: Transform3D ) virtual1
void_joint_make_hinge ( joint: RID, body_A: RID, hinge_A: Transform3D, body_B: RID, hinge_B: Transform3D ) virtual1
void_joint_make_hinge_simple ( joint: RID, body_A: RID, pivot_A: Vector3, axis_A: Vector3, body_B: RID, pivot_B: Vector3, axis_B: Vector3 ) virtual1
void_joint_make_pin ( joint: RID, body_A: RID, local_A: Vector3, body_B: RID, local_B: Vector3 ) virtual1
void_joint_make_slider ( joint: RID, body_A: RID, local_ref_A: Transform3D, body_B: RID, local_ref_B: Transform3D ) virtual1
void_joint_set_solver_priority ( joint: RID, priority: int ) virtual1
Vector3_pin_joint_get_local_a ( joint: RID ) virtual1 const2
Vector3_pin_joint_get_local_b ( joint: RID ) virtual1 const2
float_pin_joint_get_param ( joint: RID, param: PinJointParam ) virtual1 const2
void_pin_joint_set_local_a ( joint: RID, local_A: Vector3 ) virtual1
void_pin_joint_set_local_b ( joint: RID, local_B: Vector3 ) virtual1
void_pin_joint_set_param ( joint: RID, param: PinJointParam, value: float ) virtual1
RID_separation_ray_shape_create ( ) virtual1
void_set_active ( active: bool ) virtual1
float_shape_get_custom_solver_bias ( shape: RID ) virtual1 const2
Variant_shape_get_data ( shape: RID ) virtual1 const2
float_shape_get_margin ( shape: RID ) virtual1 const2
ShapeType_shape_get_type ( shape: RID ) virtual1 const2
void_shape_set_custom_solver_bias ( shape: RID, bias: float ) virtual1
void_shape_set_data ( shape: RID, data: Variant ) virtual1
void_shape_set_margin ( shape: RID, margin: float ) virtual1
float_slider_joint_get_param ( joint: RID, param: SliderJointParam ) virtual1 const2
void_slider_joint_set_param ( joint: RID, param: SliderJointParam, value: float ) virtual1
void_soft_body_add_collision_exception ( body: RID, body_b: RID ) virtual1
RID_soft_body_create ( ) virtual1
AABB_soft_body_get_bounds ( body: RID ) virtual1 const2
Array RID_soft_body_get_collision_exceptions ( body: RID ) virtual1 const2
int_soft_body_get_collision_layer ( body: RID ) virtual1 const2
int_soft_body_get_collision_mask ( body: RID ) virtual1 const2
float_soft_body_get_damping_coefficient ( body: RID ) virtual1 const2
float_soft_body_get_drag_coefficient ( body: RID ) virtual1 const2
float_soft_body_get_linear_stiffness ( body: RID ) virtual1 const2
Vector3_soft_body_get_point_global_position ( body: RID, point_index: int ) virtual1 const2
float_soft_body_get_pressure_coefficient ( body: RID ) virtual1 const2
int_soft_body_get_simulation_precision ( body: RID ) virtual1 const2
RID_soft_body_get_space ( body: RID ) virtual1 const2
Variant_soft_body_get_state ( body: RID, state: BodyState ) virtual1 const2
float_soft_body_get_total_mass ( body: RID ) virtual1 const2
bool_soft_body_is_point_pinned ( body: RID, point_index: int ) virtual1 const2
void_soft_body_move_point ( body: RID, point_index: int, global_position: Vector3 ) virtual1
void_soft_body_pin_point ( body: RID, point_index: int, pin: bool ) virtual1
void_soft_body_remove_all_pinned_points ( body: RID ) virtual1
void_soft_body_remove_collision_exception ( body: RID, body_b: RID ) virtual1
void_soft_body_set_collision_layer ( body: RID, layer: int ) virtual1
void_soft_body_set_collision_mask ( body: RID, mask: int ) virtual1
void_soft_body_set_damping_coefficient ( body: RID, damping_coefficient: float ) virtual1
void_soft_body_set_drag_coefficient ( body: RID, drag_coefficient: float ) virtual1
void_soft_body_set_linear_stiffness ( body: RID, linear_stiffness: float ) virtual1
void_soft_body_set_mesh ( body: RID, mesh: RID ) virtual1
void_soft_body_set_pressure_coefficient ( body: RID, pressure_coefficient: float ) virtual1
void_soft_body_set_ray_pickable ( body: RID, enable: bool ) virtual1
void_soft_body_set_simulation_precision ( body: RID, simulation_precision: int ) virtual1
void_soft_body_set_space ( body: RID, space: RID ) virtual1
void_soft_body_set_state ( body: RID, state: BodyState, variant: Variant ) virtual1
void_soft_body_set_total_mass ( body: RID, total_mass: float ) virtual1
void_soft_body_set_transform ( body: RID, transform: Transform3D ) virtual1
void_soft_body_update_rendering_server ( body: RID, rendering_server_handler: PhysicsServer3DRenderingServerHandler ) virtual1
RID_space_create ( ) virtual1
int_space_get_contact_count ( space: RID ) virtual1 const2
PackedVector3Array_space_get_contacts ( space: RID ) virtual1 const2
PhysicsDirectSpaceState3D_space_get_direct_state ( space: RID ) virtual1
float_space_get_param ( space: RID, param: SpaceParameter ) virtual1 const2
bool_space_is_active ( space: RID ) virtual1 const2
void_space_set_active ( space: RID, active: bool ) virtual1
void_space_set_debug_contacts ( space: RID, max_contacts: int ) virtual1
void_space_set_param ( space: RID, param: SpaceParameter, value: float ) virtual1
RID_sphere_shape_create ( ) virtual1
void_step ( step: float ) virtual1
void_sync ( ) virtual1
RID_world_boundary_shape_create ( ) virtual1
boolbody_test_motion_is_excluding_body ( body: RID ) const2
boolbody_test_motion_is_excluding_object ( object: int ) const2

方法说明

void _area_add_shape ( area: RID, shape: RID, transform: Transform3D, disabled: bool ) virtual1

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void _area_attach_object_instance_id ( area: RID, id: int ) virtual1

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void _area_clear_shapes ( area: RID ) virtual1

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RID _area_create ( ) virtual1

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int _area_get_collision_layer ( area: RID ) virtual1 const2

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int _area_get_collision_mask ( area: RID ) virtual1 const2

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int _area_get_object_instance_id ( area: RID ) virtual1 const2

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Variant _area_get_param ( area: RID, param: AreaParameter ) virtual1 const2

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RID _area_get_shape ( area: RID, shape_idx: int ) virtual1 const2

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int _area_get_shape_count ( area: RID ) virtual1 const2

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Transform3D _area_get_shape_transform ( area: RID, shape_idx: int ) virtual1 const2

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RID _area_get_space ( area: RID ) virtual1 const2

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Transform3D _area_get_transform ( area: RID ) virtual1 const2

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void _area_remove_shape ( area: RID, shape_idx: int ) virtual1

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void _area_set_area_monitor_callback ( area: RID, callback: Callable ) virtual1

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void _area_set_collision_layer ( area: RID, layer: int ) virtual1

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void _area_set_collision_mask ( area: RID, mask: int ) virtual1

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void _area_set_monitor_callback ( area: RID, callback: Callable ) virtual1

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void _area_set_monitorable ( area: RID, monitorable: bool ) virtual1

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void _area_set_param ( area: RID, param: AreaParameter, value: Variant ) virtual1

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void _area_set_ray_pickable ( area: RID, enable: bool ) virtual1

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void _area_set_shape ( area: RID, shape_idx: int, shape: RID ) virtual1

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void _area_set_shape_disabled ( area: RID, shape_idx: int, disabled: bool ) virtual1

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void _area_set_shape_transform ( area: RID, shape_idx: int, transform: Transform3D ) virtual1

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void _area_set_space ( area: RID, space: RID ) virtual1

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void _area_set_transform ( area: RID, transform: Transform3D ) virtual1

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void _body_add_collision_exception ( body: RID, excepted_body: RID ) virtual1

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void _body_add_constant_central_force ( body: RID, force: Vector3 ) virtual1

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void _body_add_constant_force ( body: RID, force: Vector3, position: Vector3 ) virtual1

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void _body_add_constant_torque ( body: RID, torque: Vector3 ) virtual1

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void _body_add_shape ( body: RID, shape: RID, transform: Transform3D, disabled: bool ) virtual1

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void _body_apply_central_force ( body: RID, force: Vector3 ) virtual1

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void _body_apply_central_impulse ( body: RID, impulse: Vector3 ) virtual1

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void _body_apply_force ( body: RID, force: Vector3, position: Vector3 ) virtual1

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void _body_apply_impulse ( body: RID, impulse: Vector3, position: Vector3 ) virtual1

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void _body_apply_torque ( body: RID, torque: Vector3 ) virtual1

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void _body_apply_torque_impulse ( body: RID, impulse: Vector3 ) virtual1

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void _body_attach_object_instance_id ( body: RID, id: int ) virtual1

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void _body_clear_shapes ( body: RID ) virtual1

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RID _body_create ( ) virtual1

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Array RID _body_get_collision_exceptions ( body: RID ) virtual1 const2

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int _body_get_collision_layer ( body: RID ) virtual1 const2

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int _body_get_collision_mask ( body: RID ) virtual1 const2

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float _body_get_collision_priority ( body: RID ) virtual1 const2

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Vector3 _body_get_constant_force ( body: RID ) virtual1 const2

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Vector3 _body_get_constant_torque ( body: RID ) virtual1 const2

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float _body_get_contacts_reported_depth_threshold ( body: RID ) virtual1 const2

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PhysicsDirectBodyState3D _body_get_direct_state ( body: RID ) virtual1

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int _body_get_max_contacts_reported ( body: RID ) virtual1 const2

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BodyMode _body_get_mode ( body: RID ) virtual1 const2

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int _body_get_object_instance_id ( body: RID ) virtual1 const2

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Variant _body_get_param ( body: RID, param: BodyParameter ) virtual1 const2

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RID _body_get_shape ( body: RID, shape_idx: int ) virtual1 const2

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int _body_get_shape_count ( body: RID ) virtual1 const2

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Transform3D _body_get_shape_transform ( body: RID, shape_idx: int ) virtual1 const2

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RID _body_get_space ( body: RID ) virtual1 const2

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Variant _body_get_state ( body: RID, state: BodyState ) virtual1 const2

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int _body_get_user_flags ( body: RID ) virtual1 const2

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bool _body_is_axis_locked ( body: RID, axis: BodyAxis ) virtual1 const2

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bool _body_is_continuous_collision_detection_enabled ( body: RID ) virtual1 const2

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bool _body_is_omitting_force_integration ( body: RID ) virtual1 const2

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void _body_remove_collision_exception ( body: RID, excepted_body: RID ) virtual1

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void _body_remove_shape ( body: RID, shape_idx: int ) virtual1

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void _body_reset_mass_properties ( body: RID ) virtual1

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void _body_set_axis_lock ( body: RID, axis: BodyAxis, lock: bool ) virtual1

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void _body_set_axis_velocity ( body: RID, axis_velocity: Vector3 ) virtual1

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void _body_set_collision_layer ( body: RID, layer: int ) virtual1

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void _body_set_collision_mask ( body: RID, mask: int ) virtual1

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void _body_set_collision_priority ( body: RID, priority: float ) virtual1

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void _body_set_constant_force ( body: RID, force: Vector3 ) virtual1

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void _body_set_constant_torque ( body: RID, torque: Vector3 ) virtual1

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void _body_set_contacts_reported_depth_threshold ( body: RID, threshold: float ) virtual1

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void _body_set_enable_continuous_collision_detection ( body: RID, enable: bool ) virtual1

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void _body_set_force_integration_callback ( body: RID, callable: Callable, userdata: Variant ) virtual1

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void _body_set_max_contacts_reported ( body: RID, amount: int ) virtual1

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void _body_set_mode ( body: RID, mode: BodyMode ) virtual1

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void _body_set_omit_force_integration ( body: RID, enable: bool ) virtual1

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void _body_set_param ( body: RID, param: BodyParameter, value: Variant ) virtual1

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void _body_set_ray_pickable ( body: RID, enable: bool ) virtual1

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void _body_set_shape ( body: RID, shape_idx: int, shape: RID ) virtual1

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void _body_set_shape_disabled ( body: RID, shape_idx: int, disabled: bool ) virtual1

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void _body_set_shape_transform ( body: RID, shape_idx: int, transform: Transform3D ) virtual1

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void _body_set_space ( body: RID, space: RID ) virtual1

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void _body_set_state ( body: RID, state: BodyState, value: Variant ) virtual1

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void _body_set_state_sync_callback ( body: RID, callable: Callable ) virtual1

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void _body_set_user_flags ( body: RID, flags: int ) virtual1

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bool _body_test_motion ( body: RID, from: Transform3D, motion: Vector3, margin: float, max_collisions: int, collide_separation_ray: bool, recovery_as_collision: bool, result: PhysicsServer3DExtensionMotionResult* ) virtual1 const2

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RID _box_shape_create ( ) virtual1

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RID _capsule_shape_create ( ) virtual1

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RID _concave_polygon_shape_create ( ) virtual1

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float _cone_twist_joint_get_param ( joint: RID, param: ConeTwistJointParam ) virtual1 const2

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void _cone_twist_joint_set_param ( joint: RID, param: ConeTwistJointParam, value: float ) virtual1

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RID _convex_polygon_shape_create ( ) virtual1

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RID _custom_shape_create ( ) virtual1

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RID _cylinder_shape_create ( ) virtual1

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void _end_sync ( ) virtual1

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void _finish ( ) virtual1

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void _flush_queries ( ) virtual1

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void _free_rid ( rid: RID ) virtual1

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bool _generic_6dof_joint_get_flag ( joint: RID, axis: Vector3.Axis, flag: G6DOFJointAxisFlag ) virtual1 const2

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float _generic_6dof_joint_get_param ( joint: RID, axis: Vector3.Axis, param: G6DOFJointAxisParam ) virtual1 const2

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void _generic_6dof_joint_set_flag ( joint: RID, axis: Vector3.Axis, flag: G6DOFJointAxisFlag, enable: bool ) virtual1

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void _generic_6dof_joint_set_param ( joint: RID, axis: Vector3.Axis, param: G6DOFJointAxisParam, value: float ) virtual1

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int _get_process_info ( process_info: ProcessInfo ) virtual1

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RID _heightmap_shape_create ( ) virtual1

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bool _hinge_joint_get_flag ( joint: RID, flag: HingeJointFlag ) virtual1 const2

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float _hinge_joint_get_param ( joint: RID, param: HingeJointParam ) virtual1 const2

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void _hinge_joint_set_flag ( joint: RID, flag: HingeJointFlag, enabled: bool ) virtual1

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void _hinge_joint_set_param ( joint: RID, param: HingeJointParam, value: float ) virtual1

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void _init ( ) virtual1

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bool _is_flushing_queries ( ) virtual1 const2

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void _joint_clear ( joint: RID ) virtual1

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RID _joint_create ( ) virtual1

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void _joint_disable_collisions_between_bodies ( joint: RID, disable: bool ) virtual1

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int _joint_get_solver_priority ( joint: RID ) virtual1 const2

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JointType _joint_get_type ( joint: RID ) virtual1 const2

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bool _joint_is_disabled_collisions_between_bodies ( joint: RID ) virtual1 const2

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void _joint_make_cone_twist ( joint: RID, body_A: RID, local_ref_A: Transform3D, body_B: RID, local_ref_B: Transform3D ) virtual1

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void _joint_make_generic_6dof ( joint: RID, body_A: RID, local_ref_A: Transform3D, body_B: RID, local_ref_B: Transform3D ) virtual1

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void _joint_make_hinge ( joint: RID, body_A: RID, hinge_A: Transform3D, body_B: RID, hinge_B: Transform3D ) virtual1

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void _joint_make_hinge_simple ( joint: RID, body_A: RID, pivot_A: Vector3, axis_A: Vector3, body_B: RID, pivot_B: Vector3, axis_B: Vector3 ) virtual1

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void _joint_make_pin ( joint: RID, body_A: RID, local_A: Vector3, body_B: RID, local_B: Vector3 ) virtual1

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void _joint_make_slider ( joint: RID, body_A: RID, local_ref_A: Transform3D, body_B: RID, local_ref_B: Transform3D ) virtual1

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void _joint_set_solver_priority ( joint: RID, priority: int ) virtual1

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Vector3 _pin_joint_get_local_a ( joint: RID ) virtual1 const2

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Vector3 _pin_joint_get_local_b ( joint: RID ) virtual1 const2

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float _pin_joint_get_param ( joint: RID, param: PinJointParam ) virtual1 const2

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void _pin_joint_set_local_a ( joint: RID, local_A: Vector3 ) virtual1

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void _pin_joint_set_local_b ( joint: RID, local_B: Vector3 ) virtual1

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void _pin_joint_set_param ( joint: RID, param: PinJointParam, value: float ) virtual1

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RID _separation_ray_shape_create ( ) virtual1

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void _set_active ( active: bool ) virtual1

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float _shape_get_custom_solver_bias ( shape: RID ) virtual1 const2

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Variant _shape_get_data ( shape: RID ) virtual1 const2

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float _shape_get_margin ( shape: RID ) virtual1 const2

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ShapeType _shape_get_type ( shape: RID ) virtual1 const2

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void _shape_set_custom_solver_bias ( shape: RID, bias: float ) virtual1

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void _shape_set_data ( shape: RID, data: Variant ) virtual1

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void _shape_set_margin ( shape: RID, margin: float ) virtual1

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float _slider_joint_get_param ( joint: RID, param: SliderJointParam ) virtual1 const2

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void _slider_joint_set_param ( joint: RID, param: SliderJointParam, value: float ) virtual1

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void _soft_body_add_collision_exception ( body: RID, body_b: RID ) virtual1

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RID _soft_body_create ( ) virtual1

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AABB _soft_body_get_bounds ( body: RID ) virtual1 const2

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Array RID _soft_body_get_collision_exceptions ( body: RID ) virtual1 const2

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int _soft_body_get_collision_layer ( body: RID ) virtual1 const2

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int _soft_body_get_collision_mask ( body: RID ) virtual1 const2

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float _soft_body_get_damping_coefficient ( body: RID ) virtual1 const2

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float _soft_body_get_drag_coefficient ( body: RID ) virtual1 const2

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float _soft_body_get_linear_stiffness ( body: RID ) virtual1 const2

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Vector3 _soft_body_get_point_global_position ( body: RID, point_index: int ) virtual1 const2

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float _soft_body_get_pressure_coefficient ( body: RID ) virtual1 const2

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int _soft_body_get_simulation_precision ( body: RID ) virtual1 const2

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RID _soft_body_get_space ( body: RID ) virtual1 const2

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Variant _soft_body_get_state ( body: RID, state: BodyState ) virtual1 const2

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float _soft_body_get_total_mass ( body: RID ) virtual1 const2

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bool _soft_body_is_point_pinned ( body: RID, point_index: int ) virtual1 const2

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void _soft_body_move_point ( body: RID, point_index: int, global_position: Vector3 ) virtual1

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void _soft_body_pin_point ( body: RID, point_index: int, pin: bool ) virtual1

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void _soft_body_remove_all_pinned_points ( body: RID ) virtual1

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void _soft_body_remove_collision_exception ( body: RID, body_b: RID ) virtual1

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void _soft_body_set_collision_layer ( body: RID, layer: int ) virtual1

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void _soft_body_set_collision_mask ( body: RID, mask: int ) virtual1

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void _soft_body_set_damping_coefficient ( body: RID, damping_coefficient: float ) virtual1

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void _soft_body_set_drag_coefficient ( body: RID, drag_coefficient: float ) virtual1

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void _soft_body_set_linear_stiffness ( body: RID, linear_stiffness: float ) virtual1

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void _soft_body_set_mesh ( body: RID, mesh: RID ) virtual1

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void _soft_body_set_pressure_coefficient ( body: RID, pressure_coefficient: float ) virtual1

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void _soft_body_set_ray_pickable ( body: RID, enable: bool ) virtual1

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void _soft_body_set_simulation_precision ( body: RID, simulation_precision: int ) virtual1

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void _soft_body_set_space ( body: RID, space: RID ) virtual1

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void _soft_body_set_state ( body: RID, state: BodyState, variant: Variant ) virtual1

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void _soft_body_set_total_mass ( body: RID, total_mass: float ) virtual1

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void _soft_body_set_transform ( body: RID, transform: Transform3D ) virtual1

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void _soft_body_update_rendering_server ( body: RID, rendering_server_handler: PhysicsServer3DRenderingServerHandler ) virtual1

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RID _space_create ( ) virtual1

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int _space_get_contact_count ( space: RID ) virtual1 const2

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PackedVector3Array _space_get_contacts ( space: RID ) virtual1 const2

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PhysicsDirectSpaceState3D _space_get_direct_state ( space: RID ) virtual1

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float _space_get_param ( space: RID, param: SpaceParameter ) virtual1 const2

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bool _space_is_active ( space: RID ) virtual1 const2

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void _space_set_active ( space: RID, active: bool ) virtual1

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void _space_set_debug_contacts ( space: RID, max_contacts: int ) virtual1

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void _space_set_param ( space: RID, param: SpaceParameter, value: float ) virtual1

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RID _sphere_shape_create ( ) virtual1

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void _step ( step: float ) virtual1

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void _sync ( ) virtual1

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RID _world_boundary_shape_create ( ) virtual1

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bool body_test_motion_is_excluding_body ( body: RID ) const2

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bool body_test_motion_is_excluding_object ( object: int ) const2

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1

本方法通常需要用户覆盖才能生效。

2

本方法无副作用,不会修改该实例的任何成员变量。

3

本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。

4

本方法用于构造某个类型。

5

调用本方法无需实例,可直接使用类名进行调用。

6

本方法描述的是使用本类型作为左操作数的有效运算符。

7

这个值是由下列位标志构成位掩码的整数。

8

无返回值。