class_physicsdirectspacestate.rst 9.5 KB

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  1. :github_url: hide
  2. .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
  3. .. DO NOT EDIT THIS FILE, but the PhysicsDirectSpaceState.xml source instead.
  4. .. The source is found in doc/classes or modules/<name>/doc_classes.
  5. .. _class_PhysicsDirectSpaceState:
  6. PhysicsDirectSpaceState
  7. =======================
  8. **Inherits:** :ref:`Object<class_Object>`
  9. Direct access object to a space in the :ref:`PhysicsServer<class_PhysicsServer>`.
  10. Description
  11. -----------
  12. Direct access object to a space in the :ref:`PhysicsServer<class_PhysicsServer>`. It's used mainly to do queries against objects and areas residing in a given space.
  13. Tutorials
  14. ---------
  15. - :doc:`../tutorials/physics/ray-casting`
  16. Methods
  17. -------
  18. +-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  19. | :ref:`Array<class_Array>` | :ref:`cast_motion<class_PhysicsDirectSpaceState_method_cast_motion>` **(** :ref:`PhysicsShapeQueryParameters<class_PhysicsShapeQueryParameters>` shape, :ref:`Vector3<class_Vector3>` motion **)** |
  20. +-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  21. | :ref:`Array<class_Array>` | :ref:`collide_shape<class_PhysicsDirectSpaceState_method_collide_shape>` **(** :ref:`PhysicsShapeQueryParameters<class_PhysicsShapeQueryParameters>` shape, :ref:`int<class_int>` max_results=32 **)** |
  22. +-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  23. | :ref:`Dictionary<class_Dictionary>` | :ref:`get_rest_info<class_PhysicsDirectSpaceState_method_get_rest_info>` **(** :ref:`PhysicsShapeQueryParameters<class_PhysicsShapeQueryParameters>` shape **)** |
  24. +-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  25. | :ref:`Dictionary<class_Dictionary>` | :ref:`intersect_ray<class_PhysicsDirectSpaceState_method_intersect_ray>` **(** :ref:`Vector3<class_Vector3>` from, :ref:`Vector3<class_Vector3>` to, :ref:`Array<class_Array>` exclude=[ ], :ref:`int<class_int>` collision_mask=2147483647, :ref:`bool<class_bool>` collide_with_bodies=true, :ref:`bool<class_bool>` collide_with_areas=false **)** |
  26. +-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  27. | :ref:`Array<class_Array>` | :ref:`intersect_shape<class_PhysicsDirectSpaceState_method_intersect_shape>` **(** :ref:`PhysicsShapeQueryParameters<class_PhysicsShapeQueryParameters>` shape, :ref:`int<class_int>` max_results=32 **)** |
  28. +-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  29. Method Descriptions
  30. -------------------
  31. .. _class_PhysicsDirectSpaceState_method_cast_motion:
  32. - :ref:`Array<class_Array>` **cast_motion** **(** :ref:`PhysicsShapeQueryParameters<class_PhysicsShapeQueryParameters>` shape, :ref:`Vector3<class_Vector3>` motion **)**
  33. Checks whether the shape can travel to a point. The method will return an array with two floats between 0 and 1, both representing a fraction of ``motion``. The first is how far the shape can move without triggering a collision, and the second is the point at which a collision will occur. If no collision is detected, the returned array will be ``[1, 1]``.
  34. If the shape can not move, the returned array will be ``[0, 0]`` under Bullet, and empty under GodotPhysics.
  35. ----
  36. .. _class_PhysicsDirectSpaceState_method_collide_shape:
  37. - :ref:`Array<class_Array>` **collide_shape** **(** :ref:`PhysicsShapeQueryParameters<class_PhysicsShapeQueryParameters>` shape, :ref:`int<class_int>` max_results=32 **)**
  38. Checks the intersections of a shape, given through a :ref:`PhysicsShapeQueryParameters<class_PhysicsShapeQueryParameters>` object, against the space. The resulting array contains a list of points where the shape intersects another. Like with :ref:`intersect_shape<class_PhysicsDirectSpaceState_method_intersect_shape>`, the number of returned results can be limited to save processing time.
  39. ----
  40. .. _class_PhysicsDirectSpaceState_method_get_rest_info:
  41. - :ref:`Dictionary<class_Dictionary>` **get_rest_info** **(** :ref:`PhysicsShapeQueryParameters<class_PhysicsShapeQueryParameters>` shape **)**
  42. Checks the intersections of a shape, given through a :ref:`PhysicsShapeQueryParameters<class_PhysicsShapeQueryParameters>` object, against the space. If it collides with more than one shape, the nearest one is selected. The returned object is a dictionary containing the following fields:
  43. ``collider_id``: The colliding object's ID.
  44. ``linear_velocity``: The colliding object's velocity :ref:`Vector3<class_Vector3>`. If the object is an :ref:`Area<class_Area>`, the result is ``(0, 0, 0)``.
  45. ``normal``: The object's surface normal at the intersection point.
  46. ``point``: The intersection point.
  47. ``rid``: The intersecting object's :ref:`RID<class_RID>`.
  48. ``shape``: The shape index of the colliding shape.
  49. If the shape did not intersect anything, then an empty dictionary is returned instead.
  50. ----
  51. .. _class_PhysicsDirectSpaceState_method_intersect_ray:
  52. - :ref:`Dictionary<class_Dictionary>` **intersect_ray** **(** :ref:`Vector3<class_Vector3>` from, :ref:`Vector3<class_Vector3>` to, :ref:`Array<class_Array>` exclude=[ ], :ref:`int<class_int>` collision_mask=2147483647, :ref:`bool<class_bool>` collide_with_bodies=true, :ref:`bool<class_bool>` collide_with_areas=false **)**
  53. Intersects a ray in a given space. The returned object is a dictionary with the following fields:
  54. ``collider``: The colliding object.
  55. ``collider_id``: The colliding object's ID.
  56. ``normal``: The object's surface normal at the intersection point.
  57. ``position``: The intersection point.
  58. ``rid``: The intersecting object's :ref:`RID<class_RID>`.
  59. ``shape``: The shape index of the colliding shape.
  60. If the ray did not intersect anything, then an empty dictionary is returned instead.
  61. Additionally, the method can take an ``exclude`` array of objects or :ref:`RID<class_RID>`\ s that are to be excluded from collisions, a ``collision_mask`` bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with :ref:`PhysicsBody<class_PhysicsBody>`\ s or :ref:`Area<class_Area>`\ s, respectively.
  62. ----
  63. .. _class_PhysicsDirectSpaceState_method_intersect_shape:
  64. - :ref:`Array<class_Array>` **intersect_shape** **(** :ref:`PhysicsShapeQueryParameters<class_PhysicsShapeQueryParameters>` shape, :ref:`int<class_int>` max_results=32 **)**
  65. Checks the intersections of a shape, given through a :ref:`PhysicsShapeQueryParameters<class_PhysicsShapeQueryParameters>` object, against the space. The intersected shapes are returned in an array containing dictionaries with the following fields:
  66. ``collider``: The colliding object.
  67. ``collider_id``: The colliding object's ID.
  68. ``rid``: The intersecting object's :ref:`RID<class_RID>`.
  69. ``shape``: The shape index of the colliding shape.
  70. The number of intersections can be limited with the ``max_results`` parameter, to reduce the processing time.
  71. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
  72. .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
  73. .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`