diff options
Diffstat (limited to 'doc/classes/PhysicsDirectSpaceState2D.xml')
-rw-r--r-- | doc/classes/PhysicsDirectSpaceState2D.xml | 111 |
1 files changed, 44 insertions, 67 deletions
diff --git a/doc/classes/PhysicsDirectSpaceState2D.xml b/doc/classes/PhysicsDirectSpaceState2D.xml index b6f95305ed..536c7e4e04 100644 --- a/doc/classes/PhysicsDirectSpaceState2D.xml +++ b/doc/classes/PhysicsDirectSpaceState2D.xml @@ -7,14 +7,13 @@ Direct access object to a space in the [PhysicsServer2D]. It's used mainly to do queries against objects and areas residing in a given space. </description> <tutorials> - <link title="Ray-Casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> + <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + <link title="Ray-casting">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="PhysicsShapeQueryParameters2D"> - </argument> + <return type="Array" /> + <argument index="0" name="shape" type="PhysicsShapeQueryParameters2D" /> <description> Checks how far a [Shape2D] can move without colliding. All the parameters for the query, including the shape and the motion, are supplied through a [PhysicsShapeQueryParameters2D] object. Returns an array with the safe and unsafe proportions (between 0 and 1) of the motion. The safe proportion is the maximum fraction of the motion that can be made without a collision. The unsafe proportion is the minimum fraction of the distance that must be moved for a collision. If no collision is detected a result of [code][1.0, 1.0][/code] will be returned. @@ -22,21 +21,16 @@ </description> </method> <method name="collide_shape"> - <return type="Array"> - </return> - <argument index="0" name="shape" type="PhysicsShapeQueryParameters2D"> - </argument> - <argument index="1" name="max_results" type="int" default="32"> - </argument> + <return type="Array" /> + <argument index="0" name="shape" type="PhysicsShapeQueryParameters2D" /> + <argument index="1" name="max_results" type="int" default="32" /> <description> Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters2D] 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="PhysicsShapeQueryParameters2D"> - </argument> + <return type="Dictionary" /> + <argument index="0" name="shape" type="PhysicsShapeQueryParameters2D" /> <description> Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters2D] object, against the space. If it collides with more than one shape, the nearest one is selected. If the shape did not intersect anything, then an empty dictionary is returned instead. [b]Note:[/b] This method does not take into account the [code]motion[/code] property of the object. The returned object is a dictionary containing the following fields: @@ -50,20 +44,13 @@ </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="collide_with_bodies" type="bool" default="true"> - </argument> - <argument index="5" name="collide_with_areas" type="bool" default="false"> - </argument> + <return type="Array" /> + <argument index="0" name="point" type="Vector2" /> + <argument index="1" name="max_results" type="int" default="32" /> + <argument index="2" name="exclude" type="Array" default="[]" /> + <argument index="3" name="collision_mask" type="int" default="4294967295" /> + <argument index="4" name="collide_with_bodies" type="bool" default="true" /> + <argument index="5" name="collide_with_areas" type="bool" default="false" /> <description> Checks whether a point is inside any solid shape. The shapes the point is inside of are returned in an array containing dictionaries with the following fields: [code]collider[/code]: The colliding object. @@ -71,45 +58,38 @@ [code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method PhysicsServer2D.shape_set_data]. [code]rid[/code]: The intersecting object's [RID]. [code]shape[/code]: The shape index of the colliding shape. - 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 [PhysicsBody2D]s or [Area2D]s, respectively. + 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 detect (all layers by default), or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively. [b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in [code]Segments[/code] build mode are not solid shapes. Therefore, they will not be detected. </description> </method> <method name="intersect_point_on_canvas"> - <return type="Array"> - </return> - <argument index="0" name="point" type="Vector2"> - </argument> - <argument index="1" name="canvas_instance_id" type="int"> - </argument> - <argument index="2" name="max_results" type="int" default="32"> - </argument> - <argument index="3" name="exclude" type="Array" default="[ ]"> - </argument> - <argument index="4" name="collision_layer" type="int" default="2147483647"> - </argument> - <argument index="5" name="collide_with_bodies" type="bool" default="true"> - </argument> - <argument index="6" name="collide_with_areas" type="bool" default="false"> - </argument> + <return type="Array" /> + <argument index="0" name="point" type="Vector2" /> + <argument index="1" name="canvas_instance_id" type="int" /> + <argument index="2" name="max_results" type="int" default="32" /> + <argument index="3" name="exclude" type="Array" default="[]" /> + <argument index="4" name="collision_mask" type="int" default="4294967295" /> + <argument index="5" name="collide_with_bodies" type="bool" default="true" /> + <argument index="6" name="collide_with_areas" type="bool" default="false" /> <description> + Checks whether a point is inside any solid shape, in a specific canvas layer given by [code]canvas_instance_id[/code]. The shapes the point is inside of 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]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method PhysicsServer2D.shape_set_data]. + [code]rid[/code]: The intersecting object's [RID]. + [code]shape[/code]: The shape index of the colliding shape. + 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 detect (all layers by default), or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively. + [b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in [code]Segments[/code] build mode are not solid shapes. Therefore, they will not be detected. </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="collide_with_bodies" type="bool" default="true"> - </argument> - <argument index="5" name="collide_with_areas" type="bool" default="false"> - </argument> + <return type="Dictionary" /> + <argument index="0" name="from" type="Vector2" /> + <argument index="1" name="to" type="Vector2" /> + <argument index="2" name="exclude" type="Array" default="[]" /> + <argument index="3" name="collision_mask" type="int" default="4294967295" /> + <argument index="4" name="collide_with_bodies" type="bool" default="true" /> + <argument index="5" name="collide_with_areas" type="bool" default="false" /> <description> Intersects a ray in a given space. The returned object is a dictionary with the following fields: [code]collider[/code]: The colliding object. @@ -120,16 +100,13 @@ [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 [PhysicsBody2D]s or [Area2D]s, respectively. + 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 detect (all layers by default), or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively. </description> </method> <method name="intersect_shape"> - <return type="Array"> - </return> - <argument index="0" name="shape" type="PhysicsShapeQueryParameters2D"> - </argument> - <argument index="1" name="max_results" type="int" default="32"> - </argument> + <return type="Array" /> + <argument index="0" name="shape" type="PhysicsShapeQueryParameters2D" /> + <argument index="1" name="max_results" type="int" default="32" /> <description> Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters2D] object, against the space. [b]Note:[/b] This method does not take into account the [code]motion[/code] property of the object. The intersected shapes are returned in an array containing dictionaries with the following fields: |