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diff --git a/doc/classes/PhysicsDirectSpaceState2D.xml b/doc/classes/PhysicsDirectSpaceState2D.xml new file mode 100644 index 0000000000..d85d7794dd --- /dev/null +++ b/doc/classes/PhysicsDirectSpaceState2D.xml @@ -0,0 +1,145 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="PhysicsDirectSpaceState2D" inherits="Object" version="4.0"> + <brief_description> + Direct access object to a space in the [PhysicsServer2D]. + </brief_description> + <description> + 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>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> + <description> + Checks how far the shape can travel toward a point. If the shape can not move, the array will be empty. + [b]Note:[/b] Both the shape and the motion are supplied through a [PhysicsShapeQueryParameters2D] object. 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]. + </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> + <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> + <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: + [code]collider_id[/code]: The colliding object's ID. + [code]linear_velocity[/code]: The colliding object's velocity [Vector2]. If the object is an [Area2D], the result is [code](0, 0)[/code]. + [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]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. + </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> + <description> + Checks 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: + [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 check in, or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively. + </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> + <description> + </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> + <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]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]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 [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> + <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: + [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. + 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> |