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-rw-r--r--doc/classes/PhysicsDirectSpaceState2D.xml111
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: