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author | Rémi Verschelde <rverschelde@gmail.com> | 2020-03-30 18:22:57 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2020-03-30 18:23:02 +0200 |
commit | eaaee63b629d6999fcc0c84e38886b964f6d051d (patch) | |
tree | 136e327aa916afe2255bcf5d718963f2b1a84a4b /doc/classes/PhysicsDirectSpaceState3D.xml | |
parent | 0168709978154a89f137b44f33647e5d28a46250 (diff) |
doc: Update classref with node renames
A few extra renames for classes which were missed in last week's PRs.
Diffstat (limited to 'doc/classes/PhysicsDirectSpaceState3D.xml')
-rw-r--r-- | doc/classes/PhysicsDirectSpaceState3D.xml | 98 |
1 files changed, 98 insertions, 0 deletions
diff --git a/doc/classes/PhysicsDirectSpaceState3D.xml b/doc/classes/PhysicsDirectSpaceState3D.xml new file mode 100644 index 0000000000..09ee93732d --- /dev/null +++ b/doc/classes/PhysicsDirectSpaceState3D.xml @@ -0,0 +1,98 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="PhysicsDirectSpaceState3D" inherits="Object" version="4.0"> + <brief_description> + Direct access object to a space in the [PhysicsServer3D]. + </brief_description> + <description> + Direct access object to a space in the [PhysicsServer3D]. It's used mainly to do queries against objects and areas residing in a given space. + </description> + <tutorials> + <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> + </tutorials> + <methods> + <method name="cast_motion"> + <return type="Array"> + </return> + <argument index="0" name="shape" type="PhysicsShapeQueryParameters3D"> + </argument> + <argument index="1" name="motion" type="Vector3"> + </argument> + <description> + 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 [code]motion[/code]. 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 [code][1, 1][/code]. + If the shape can not move, the returned array will be [code][0, 0][/code] under Bullet, and empty under GodotPhysics. + </description> + </method> + <method name="collide_shape"> + <return type="Array"> + </return> + <argument index="0" name="shape" type="PhysicsShapeQueryParameters3D"> + </argument> + <argument index="1" name="max_results" type="int" default="32"> + </argument> + <description> + Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters3D] object, against the space. The resulting array contains a list of points where the shape intersects another. Like with [method intersect_shape], the number of returned results can be limited to save processing time. + </description> + </method> + <method name="get_rest_info"> + <return type="Dictionary"> + </return> + <argument index="0" name="shape" type="PhysicsShapeQueryParameters3D"> + </argument> + <description> + Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters3D] 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: + [code]collider_id[/code]: The colliding object's ID. + [code]linear_velocity[/code]: The colliding object's velocity [Vector3]. If the object is an [Area3D], the result is [code](0, 0, 0)[/code]. + [code]normal[/code]: The object's surface normal at the intersection point. + [code]point[/code]: The intersection point. + [code]rid[/code]: The intersecting object's [RID]. + [code]shape[/code]: The shape index of the colliding shape. + If the shape did not intersect anything, then an empty dictionary is returned instead. + </description> + </method> + <method name="intersect_ray"> + <return type="Dictionary"> + </return> + <argument index="0" name="from" type="Vector3"> + </argument> + <argument index="1" name="to" type="Vector3"> + </argument> + <argument index="2" name="exclude" type="Array" default="[ ]"> + </argument> + <argument index="3" name="collision_mask" type="int" default="2147483647"> + </argument> + <argument index="4" name="collide_with_bodies" type="bool" default="true"> + </argument> + <argument index="5" name="collide_with_areas" type="bool" default="false"> + </argument> + <description> + Intersects a ray in a given space. The returned object is a dictionary with the following fields: + [code]collider[/code]: The colliding object. + [code]collider_id[/code]: The colliding object's ID. + [code]normal[/code]: The object's surface normal at the intersection point. + [code]position[/code]: The intersection point. + [code]rid[/code]: The intersecting object's [RID]. + [code]shape[/code]: The shape index of the colliding shape. + If the ray did not intersect anything, then an empty dictionary is returned instead. + Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody3D]s or [Area3D]s, respectively. + </description> + </method> + <method name="intersect_shape"> + <return type="Array"> + </return> + <argument index="0" name="shape" type="PhysicsShapeQueryParameters3D"> + </argument> + <argument index="1" name="max_results" type="int" default="32"> + </argument> + <description> + Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters3D] object, against the space. The intersected shapes are returned in an array containing dictionaries with the following fields: + [code]collider[/code]: The colliding object. + [code]collider_id[/code]: The colliding object's ID. + [code]rid[/code]: The intersecting object's [RID]. + [code]shape[/code]: The shape index of the colliding shape. + The number of intersections can be limited with the [code]max_results[/code] parameter, to reduce the processing time. + </description> + </method> + </methods> + <constants> + </constants> +</class> |