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+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="Physics2DDirectSpaceState" inherits="Object" category="Core" version="3.0.alpha.custom_build">
+ <brief_description>
+ Direct access object to a space in the [Physics2DServer].
+ </brief_description>
+ <description>
+ Direct access object to a space in the [Physics2DServer]. It's used mainly to do queries against objects and areas residing in a given space.
+ </description>
+ <tutorials>
+ </tutorials>
+ <demos>
+ </demos>
+ <methods>
+ <method name="cast_motion">
+ <return type="Array">
+ </return>
+ <argument index="0" name="shape" type="Physics2DShapeQueryParameters">
+ </argument>
+ <description>
+ Check whether the shape can travel to a point. If it can, the method will return an array with two floats: The first is the distance the shape can move in that direction without colliding, and the second is the distance at which it will collide.
+ If the shape can not move, the array will be empty.
+ </description>
+ </method>
+ <method name="collide_shape">
+ <return type="Array">
+ </return>
+ <argument index="0" name="shape" type="Physics2DShapeQueryParameters">
+ </argument>
+ <argument index="1" name="max_results" type="int" default="32">
+ </argument>
+ <description>
+ Check the intersections of a shape, given through a [Physics2DShapeQueryParameters] 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="Physics2DShapeQueryParameters">
+ </argument>
+ <description>
+ Check the intersections of a shape, given through a [Physics2DShapeQueryParameters] object, against the space. If it collides with more than a shape, the nearest one is selected. The returned object is a dictionary containing the following fields:
+ pointo: Place where the shapes intersect.
+ normal: Normal of the object at the point where the shapes intersect.
+ shape: Shape index within the object against which the shape intersected.
+ metadata: Metadata of the shape against which the shape intersected. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].
+ collider_id: Id of the object against which the shape intersected.
+ collider: Object against which the shape intersected.
+ rid: [RID] of the object against which the shape intersected.
+ linear_velocity: The movement vector of the object the shape intersected, if it was a body. If it was an area, it is (0,0).
+ If the shape did not intersect anything, then an empty dictionary (dir.empty()==true) is returned instead.
+ </description>
+ </method>
+ <method name="intersect_point">
+ <return type="Array">
+ </return>
+ <argument index="0" name="point" type="Vector2">
+ </argument>
+ <argument index="1" name="max_results" type="int" default="32">
+ </argument>
+ <argument index="2" name="exclude" type="Array" default="[ ]">
+ </argument>
+ <argument index="3" name="collision_layer" type="int" default="2147483647">
+ </argument>
+ <argument index="4" name="type_mask" type="int" default="15">
+ </argument>
+ <description>
+ Check whether a point is inside any shape. The shapes the point is inside of are returned in an array containing dictionaries with the following fields:
+ shape: Shape index within the object the point is in.
+ metadata: Metadata of the shape the point is in. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].
+ collider_id: Id of the object the point is in.
+ collider: Object the point is inside of.
+ rid: [RID] of the object the point is in.
+ Additionally, the method can take an array of objects or [RID]\ s that are to be excluded from collisions, a bitmask representing the physics layers to check in, and another bitmask for the types of objects to check (see TYPE_MASK_* constants).
+ </description>
+ </method>
+ <method name="intersect_ray">
+ <return type="Dictionary">
+ </return>
+ <argument index="0" name="from" type="Vector2">
+ </argument>
+ <argument index="1" name="to" type="Vector2">
+ </argument>
+ <argument index="2" name="exclude" type="Array" default="[ ]">
+ </argument>
+ <argument index="3" name="collision_layer" type="int" default="2147483647">
+ </argument>
+ <argument index="4" name="type_mask" type="int" default="15">
+ </argument>
+ <description>
+ Intersect a ray in a given space. The returned object is a dictionary with the following fields:
+ position: Place where ray is stopped.
+ normal: Normal of the object at the point where the ray was stopped.
+ shape: Shape index within the object against which the ray was stopped.
+ metadata: Metadata of the shape against which the ray was stopped. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].
+ collider_id: Id of the object against which the ray was stopped.
+ collider: Object against which the ray was stopped.
+ rid: [RID] of the object against which the ray was stopped.
+ If the ray did not intersect anything, then an empty dictionary (dir.empty()==true) is returned instead.
+ Additionally, the method can take an array of objects or [RID]\ s that are to be excluded from collisions, a bitmask representing the physics layers to check in, and another bitmask for the types of objects to check (see TYPE_MASK_* constants).
+ </description>
+ </method>
+ <method name="intersect_shape">
+ <return type="Array">
+ </return>
+ <argument index="0" name="shape" type="Physics2DShapeQueryParameters">
+ </argument>
+ <argument index="1" name="max_results" type="int" default="32">
+ </argument>
+ <description>
+ Check the intersections of a shape, given through a [Physics2DShapeQueryParameters] object, against the space. The intersected shapes are returned in an array containing dictionaries with the following fields:
+ shape: Shape index within the object the shape intersected.
+ metadata: Metadata of the shape intersected by the shape given through the [Physics2DShapeQueryParameters]. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].
+ collider_id: Id of the object the shape intersected.
+ collider: Object the shape intersected.
+ rid: [RID] of the object the shape intersected.
+ The number of intersections can be limited with the second parameter, to reduce the processing time.
+ </description>
+ </method>
+ </methods>
+ <constants>
+ <constant name="TYPE_MASK_STATIC_BODY" value="1">
+ Check for collisions with static bodies.
+ </constant>
+ <constant name="TYPE_MASK_KINEMATIC_BODY" value="2">
+ Check for collisions with kinematic bodies.
+ </constant>
+ <constant name="TYPE_MASK_RIGID_BODY" value="4">
+ Check for collisions with rigid bodies.
+ </constant>
+ <constant name="TYPE_MASK_CHARACTER_BODY" value="8">
+ Check for collisions with rigid bodies in character mode.
+ </constant>
+ <constant name="TYPE_MASK_AREA" value="16">
+ Check for collisions with areas.
+ </constant>
+ <constant name="TYPE_MASK_COLLISION" value="15">
+ Check for collisions with any kind of bodies (but not areas).
+ </constant>
+ </constants>
+</class>