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427 lines
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ReStructuredText
427 lines
23 KiB
ReStructuredText
:github_url: hide
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.. _class_VehicleWheel3D:
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VehicleWheel3D
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==============
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**继承:** :ref:`Node3D<class_Node3D>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
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用于 :ref:`VehicleBody3D<class_VehicleBody3D>` 的 3D 物理体,能够模拟车轮的行为。
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.. rst-class:: classref-introduction-group
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描述
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----
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作为 :ref:`VehicleBody3D<class_VehicleBody3D>` 子节点使用的节点,能够模拟车辆其中一个车轮的行为。这个节点还充当了碰撞器,能够检测车轮是否与某个表面接触。
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\ **注意:**\ 该类存在已知问题,并非旨在提供逼真的 3D 车辆物理效果。如果想要高级车辆物理,可能必须使用其他 :ref:`PhysicsBody3D<class_PhysicsBody3D>` 类来编写自己的物理整合函数。
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.. rst-class:: classref-introduction-group
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教程
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----
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- `3D 货车镇演示 <https://godotengine.org/asset-library/asset/2752>`__
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.. rst-class:: classref-reftable-group
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属性
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----
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.. table::
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:widths: auto
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+---------------------------------------------------------------------+---------------------------------------------------------------------------------+-------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`brake<class_VehicleWheel3D_property_brake>` | ``0.0`` |
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+---------------------------------------------------------------------+---------------------------------------------------------------------------------+-------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`damping_compression<class_VehicleWheel3D_property_damping_compression>` | ``0.83`` |
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+---------------------------------------------------------------------+---------------------------------------------------------------------------------+-------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`damping_relaxation<class_VehicleWheel3D_property_damping_relaxation>` | ``0.88`` |
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+---------------------------------------------------------------------+---------------------------------------------------------------------------------+-------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`engine_force<class_VehicleWheel3D_property_engine_force>` | ``0.0`` |
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+---------------------------------------------------------------------+---------------------------------------------------------------------------------+-------------------------------------------------------------------------------+
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| :ref:`PhysicsInterpolationMode<enum_Node_PhysicsInterpolationMode>` | physics_interpolation_mode | ``2`` (overrides :ref:`Node<class_Node_property_physics_interpolation_mode>`) |
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+---------------------------------------------------------------------+---------------------------------------------------------------------------------+-------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`steering<class_VehicleWheel3D_property_steering>` | ``0.0`` |
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+---------------------------------------------------------------------+---------------------------------------------------------------------------------+-------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`suspension_max_force<class_VehicleWheel3D_property_suspension_max_force>` | ``6000.0`` |
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+---------------------------------------------------------------------+---------------------------------------------------------------------------------+-------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`suspension_stiffness<class_VehicleWheel3D_property_suspension_stiffness>` | ``5.88`` |
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+---------------------------------------------------------------------+---------------------------------------------------------------------------------+-------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`suspension_travel<class_VehicleWheel3D_property_suspension_travel>` | ``0.2`` |
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+---------------------------------------------------------------------+---------------------------------------------------------------------------------+-------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`use_as_steering<class_VehicleWheel3D_property_use_as_steering>` | ``false`` |
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+---------------------------------------------------------------------+---------------------------------------------------------------------------------+-------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`use_as_traction<class_VehicleWheel3D_property_use_as_traction>` | ``false`` |
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+---------------------------------------------------------------------+---------------------------------------------------------------------------------+-------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`wheel_friction_slip<class_VehicleWheel3D_property_wheel_friction_slip>` | ``10.5`` |
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+---------------------------------------------------------------------+---------------------------------------------------------------------------------+-------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`wheel_radius<class_VehicleWheel3D_property_wheel_radius>` | ``0.5`` |
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+---------------------------------------------------------------------+---------------------------------------------------------------------------------+-------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`wheel_rest_length<class_VehicleWheel3D_property_wheel_rest_length>` | ``0.15`` |
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+---------------------------------------------------------------------+---------------------------------------------------------------------------------+-------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`wheel_roll_influence<class_VehicleWheel3D_property_wheel_roll_influence>` | ``0.1`` |
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+---------------------------------------------------------------------+---------------------------------------------------------------------------------+-------------------------------------------------------------------------------+
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.. rst-class:: classref-reftable-group
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方法
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----
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.. table::
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:widths: auto
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+-------------------------------+-----------------------------------------------------------------------------------------+
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| :ref:`Node3D<class_Node3D>` | :ref:`get_contact_body<class_VehicleWheel3D_method_get_contact_body>`\ (\ ) |const| |
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+-------------------------------+-----------------------------------------------------------------------------------------+
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| :ref:`Vector3<class_Vector3>` | :ref:`get_contact_normal<class_VehicleWheel3D_method_get_contact_normal>`\ (\ ) |const| |
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+-------------------------------+-----------------------------------------------------------------------------------------+
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| :ref:`Vector3<class_Vector3>` | :ref:`get_contact_point<class_VehicleWheel3D_method_get_contact_point>`\ (\ ) |const| |
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+-------------------------------+-----------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`get_rpm<class_VehicleWheel3D_method_get_rpm>`\ (\ ) |const| |
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+-------------------------------+-----------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`get_skidinfo<class_VehicleWheel3D_method_get_skidinfo>`\ (\ ) |const| |
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+-------------------------------+-----------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`is_in_contact<class_VehicleWheel3D_method_is_in_contact>`\ (\ ) |const| |
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+-------------------------------+-----------------------------------------------------------------------------------------+
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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属性说明
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--------
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.. _class_VehicleWheel3D_property_brake:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **brake** = ``0.0`` :ref:`🔗<class_VehicleWheel3D_property_brake>`
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.. rst-class:: classref-property-setget
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- |void| **set_brake**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_brake**\ (\ )
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通过施加制动力使车轮减速。车轮只有在与表面接触时才会减速。使车辆充分减速所需的力,取决于车辆的 :ref:`RigidBody3D.mass<class_RigidBody3D_property_mass>`\ 。对于质量被设置为 1000 的车辆,尝试使用 25 - 30 范围内的值进行紧急制动。
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.. rst-class:: classref-item-separator
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----
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.. _class_VehicleWheel3D_property_damping_compression:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **damping_compression** = ``0.83`` :ref:`🔗<class_VehicleWheel3D_property_damping_compression>`
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.. rst-class:: classref-property-setget
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- |void| **set_damping_compression**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_damping_compression**\ (\ )
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悬挂弹簧处于压缩状态时施加的阻尼,此时的车轮在相对于车辆向上移动。单位为牛顿·秒每毫米(N⋅s/mm)或兆克每秒(Mg/s)。这个值应该在 0.0(无阻尼)和 1.0 之间,但也可能更高。值为 0.0 表示汽车会持续弹跳,因为弹簧能够保持能量。普通汽车设为 0.3 左右、赛车设为 0.5 左右比较好。
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.. rst-class:: classref-item-separator
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----
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.. _class_VehicleWheel3D_property_damping_relaxation:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **damping_relaxation** = ``0.88`` :ref:`🔗<class_VehicleWheel3D_property_damping_relaxation>`
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.. rst-class:: classref-property-setget
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- |void| **set_damping_relaxation**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_damping_relaxation**\ (\ )
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悬挂弹簧回弹或伸展时施加的阻尼,此时的车轮在相对于车辆向下移动。单位为牛顿·秒每毫米(N⋅s/mm)或兆克每秒(Mg/s)。这个值应该在 0.0(无阻尼)和 1.0 之间,但也可能更高。这个值应该始终略高于 :ref:`damping_compression<class_VehicleWheel3D_property_damping_compression>` 属性。对于 :ref:`damping_compression<class_VehicleWheel3D_property_damping_compression>` 值为 0.3 的情况,请尝试将放松值设为 0.5。
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.. rst-class:: classref-item-separator
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----
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.. _class_VehicleWheel3D_property_engine_force:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **engine_force** = ``0.0`` :ref:`🔗<class_VehicleWheel3D_property_engine_force>`
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.. rst-class:: classref-property-setget
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- |void| **set_engine_force**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_engine_force**\ (\ )
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通过施加引擎力使车轮加速。车轮只有在与表面接触时才会加速。车辆的 :ref:`RigidBody3D.mass<class_RigidBody3D_property_mass>` 对车辆的加速度有影响。对于质量被设置为 1000 的车辆,请尝试使用 25 - 50 范围内的加速度值。
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\ **注意:**\ 模拟没有考虑齿轮的影响,如果想要模拟齿轮,需要为其添加逻辑。
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负值将导致车轮倒转。
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.. rst-class:: classref-item-separator
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----
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.. _class_VehicleWheel3D_property_steering:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **steering** = ``0.0`` :ref:`🔗<class_VehicleWheel3D_property_steering>`
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.. rst-class:: classref-property-setget
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- |void| **set_steering**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_steering**\ (\ )
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车轮的转向角,单位:弧度。将该属性设置为非零值将导致车辆在移动时转向。
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.. rst-class:: classref-item-separator
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----
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.. _class_VehicleWheel3D_property_suspension_max_force:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **suspension_max_force** = ``6000.0`` :ref:`🔗<class_VehicleWheel3D_property_suspension_max_force>`
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.. rst-class:: classref-property-setget
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- |void| **set_suspension_max_force**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_suspension_max_force**\ (\ )
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弹簧所能承受的最大力。该值应高于 :ref:`VehicleBody3D<class_VehicleBody3D>` 的 :ref:`RigidBody3D.mass<class_RigidBody3D_property_mass>` 的四分之一,否则该弹簧无法承载车辆的重量。大约 3 到 4 倍这个数字的值通常会获得良好的结果。
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.. rst-class:: classref-item-separator
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----
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.. _class_VehicleWheel3D_property_suspension_stiffness:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **suspension_stiffness** = ``5.88`` :ref:`🔗<class_VehicleWheel3D_property_suspension_stiffness>`
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.. rst-class:: classref-property-setget
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- |void| **set_suspension_stiffness**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_suspension_stiffness**\ (\ )
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悬挂的刚度,测量单位为牛顿每毫米(N/mm)或兆克每平方秒(Mg/s²)。越野车使用低于 50 的值,赛车使用 50 到 100 之间的值,类似于一级方程式赛车的车辆请尝试使用 200 左右的值。
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.. rst-class:: classref-item-separator
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----
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.. _class_VehicleWheel3D_property_suspension_travel:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **suspension_travel** = ``0.2`` :ref:`🔗<class_VehicleWheel3D_property_suspension_travel>`
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.. rst-class:: classref-property-setget
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- |void| **set_suspension_travel**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_suspension_travel**\ (\ )
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这是悬架可以移动的距离。由于Godot 的单位相当于米,所以保持这个设置相对较低。根据汽车的类型,试试 0.1 和 0.3 之间的值。
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.. rst-class:: classref-item-separator
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----
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.. _class_VehicleWheel3D_property_use_as_steering:
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.. rst-class:: classref-property
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:ref:`bool<class_bool>` **use_as_steering** = ``false`` :ref:`🔗<class_VehicleWheel3D_property_use_as_steering>`
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.. rst-class:: classref-property-setget
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- |void| **set_use_as_steering**\ (\ value\: :ref:`bool<class_bool>`\ )
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- :ref:`bool<class_bool>` **is_used_as_steering**\ (\ )
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如果为 ``true``\ ,当汽车转向时这个轮子会转动。该值与 :ref:`VehicleBody3D.steering<class_VehicleBody3D_property_steering>` 结合使用,如果使用的是各个车轮的 :ref:`steering<class_VehicleWheel3D_property_steering>` 值,则该值将被忽略。
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.. rst-class:: classref-item-separator
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----
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.. _class_VehicleWheel3D_property_use_as_traction:
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.. rst-class:: classref-property
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:ref:`bool<class_bool>` **use_as_traction** = ``false`` :ref:`🔗<class_VehicleWheel3D_property_use_as_traction>`
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.. rst-class:: classref-property-setget
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- |void| **set_use_as_traction**\ (\ value\: :ref:`bool<class_bool>`\ )
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- :ref:`bool<class_bool>` **is_used_as_traction**\ (\ )
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如果为 ``true``\ ,该车轮会将引擎力传递到地面以推动车辆前进。该值与 :ref:`VehicleBody3D.engine_force<class_VehicleBody3D_property_engine_force>` 结合使用,如果使用的是各个车轮的 :ref:`engine_force<class_VehicleWheel3D_property_engine_force>` 值,则该值将被忽略。
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.. rst-class:: classref-item-separator
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----
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.. _class_VehicleWheel3D_property_wheel_friction_slip:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **wheel_friction_slip** = ``10.5`` :ref:`🔗<class_VehicleWheel3D_property_wheel_friction_slip>`
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.. rst-class:: classref-property-setget
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- |void| **set_friction_slip**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_friction_slip**\ (\ )
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这决定了这个轮子的抓地力有多大。它与车轮所接触的表面的摩擦力设置相结合。0.0 意味着没有抓地力,1.0 是正常抓地力。对于漂移车的设置,尝试将后轮的抓地力设置得比前轮略低,或者使用较低的数值来模拟轮胎的磨损。
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在开始时最好将其设置为 1.0。
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.. rst-class:: classref-item-separator
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----
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.. _class_VehicleWheel3D_property_wheel_radius:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **wheel_radius** = ``0.5`` :ref:`🔗<class_VehicleWheel3D_property_wheel_radius>`
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.. rst-class:: classref-property-setget
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- |void| **set_radius**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_radius**\ (\ )
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轮子的半径,单位是米。
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.. rst-class:: classref-item-separator
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----
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.. _class_VehicleWheel3D_property_wheel_rest_length:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **wheel_rest_length** = ``0.15`` :ref:`🔗<class_VehicleWheel3D_property_wheel_rest_length>`
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.. rst-class:: classref-property-setget
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- |void| **set_suspension_rest_length**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_suspension_rest_length**\ (\ )
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这是轮子从原点下降的距离,以米为单位。不要把这个设置为 0.0,然后把车轮移到位置上,而是把车轮的原点(Godot 中的小工具)移到车轮触底时的位置,然后使用剩余长度将轮子向下移动到汽车静止时它应该所处位置。
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.. rst-class:: classref-item-separator
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----
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.. _class_VehicleWheel3D_property_wheel_roll_influence:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **wheel_roll_influence** = ``0.1`` :ref:`🔗<class_VehicleWheel3D_property_wheel_roll_influence>`
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.. rst-class:: classref-property-setget
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- |void| **set_roll_influence**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_roll_influence**\ (\ )
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该值会影响车辆的滚动。如果将所有车轮都设置为 1.0,车辆将抵抗车身侧倾,而值为 0.0 则容易翻车。
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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方法说明
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--------
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.. _class_VehicleWheel3D_method_get_contact_body:
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.. rst-class:: classref-method
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:ref:`Node3D<class_Node3D>` **get_contact_body**\ (\ ) |const| :ref:`🔗<class_VehicleWheel3D_method_get_contact_body>`
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如果接触的实体节点在树中有效,则返回接触的实体节点,如 :ref:`Node3D<class_Node3D>`\ 。目前,不支持 :ref:`GridMap<class_GridMap>`\ ,因此该节点将始终为 :ref:`PhysicsBody3D<class_PhysicsBody3D>` 类型。
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如果车轮没有与表面接触,或者接触的实体不是 :ref:`PhysicsBody3D<class_PhysicsBody3D>`\ ,则返回 ``null``\ 。
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.. rst-class:: classref-item-separator
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----
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.. _class_VehicleWheel3D_method_get_contact_normal:
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.. rst-class:: classref-method
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:ref:`Vector3<class_Vector3>` **get_contact_normal**\ (\ ) |const| :ref:`🔗<class_VehicleWheel3D_method_get_contact_normal>`
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如果轮子与物体接触,则返回悬挂碰撞的法线,使用世界空间。如果轮子没有与任何物体接触,则返回一个指向悬挂轴方向、朝向车辆的向量,使用世界空间。
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.. rst-class:: classref-item-separator
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|
||
----
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.. _class_VehicleWheel3D_method_get_contact_point:
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.. rst-class:: classref-method
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:ref:`Vector3<class_Vector3>` **get_contact_point**\ (\ ) |const| :ref:`🔗<class_VehicleWheel3D_method_get_contact_point>`
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|
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如果轮子与物体接触,则返回悬挂的碰撞点,使用世界空间。如果轮子没有与任何物体接触,则返回轮子射线投射的最大点,使用世界空间,该点由 ``wheel_rest_length + wheel_radius`` 定义。
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|
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.. rst-class:: classref-item-separator
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||
|
||
----
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|
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.. _class_VehicleWheel3D_method_get_rpm:
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||
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.. rst-class:: classref-method
|
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:ref:`float<class_float>` **get_rpm**\ (\ ) |const| :ref:`🔗<class_VehicleWheel3D_method_get_rpm>`
|
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|
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返回轮子的旋转速度,单位为每分钟转数。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_VehicleWheel3D_method_get_skidinfo:
|
||
|
||
.. rst-class:: classref-method
|
||
|
||
:ref:`float<class_float>` **get_skidinfo**\ (\ ) |const| :ref:`🔗<class_VehicleWheel3D_method_get_skidinfo>`
|
||
|
||
返回一个介于 0.0 和 1.0 之间的值,表示这个轮子是否打滑。0.0 表示打滑(车轮失去了抓地力,例如冰雪地形),1.0 表示不打滑(车轮有充分的抓地力,例如干燥的沥青路)。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_VehicleWheel3D_method_is_in_contact:
|
||
|
||
.. rst-class:: classref-method
|
||
|
||
:ref:`bool<class_bool>` **is_in_contact**\ (\ ) |const| :ref:`🔗<class_VehicleWheel3D_method_is_in_contact>`
|
||
|
||
如果轮子与表面接触,返回 ``true``\ 。
|
||
|
||
.. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)`
|
||
.. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`
|
||
.. |const| replace:: :abbr:`const (本方法无副作用,不会修改该实例的任何成员变量。)`
|
||
.. |vararg| replace:: :abbr:`vararg (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。)`
|
||
.. |constructor| replace:: :abbr:`constructor (本方法用于构造某个类型。)`
|
||
.. |static| replace:: :abbr:`static (调用本方法无需实例,可直接使用类名进行调用。)`
|
||
.. |operator| replace:: :abbr:`operator (本方法描述的是使用本类型作为左操作数的有效运算符。)`
|
||
.. |bitfield| replace:: :abbr:`BitField (这个值是由下列位标志构成位掩码的整数。)`
|
||
.. |void| replace:: :abbr:`void (无返回值。)`
|