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Diffstat (limited to 'doc/classes/PhysicsDirectSpaceState3D.xml')
-rw-r--r-- | doc/classes/PhysicsDirectSpaceState3D.xml | 80 |
1 files changed, 36 insertions, 44 deletions
diff --git a/doc/classes/PhysicsDirectSpaceState3D.xml b/doc/classes/PhysicsDirectSpaceState3D.xml index ea094dcd90..177fca9ce3 100644 --- a/doc/classes/PhysicsDirectSpaceState3D.xml +++ b/doc/classes/PhysicsDirectSpaceState3D.xml @@ -7,37 +7,32 @@ 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> + <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link> + <link title="Ray-casting">$DOCS_URL/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> + <return type="Array" /> + <argument index="0" name="parameters" type="PhysicsShapeQueryParameters3D" /> <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 GodotPhysics3D. + Checks how far a [Shape3D] can move without colliding. All the parameters for the query, including the shape, are supplied through a [PhysicsShapeQueryParameters3D] 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. + [b]Note:[/b] Any [Shape3D]s that the shape is already colliding with e.g. inside of, will be ignored. Use [method collide_shape] to determine the [Shape3D]s that the shape is already colliding with. </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> + <return type="Array" /> + <argument index="0" name="parameters" type="PhysicsShapeQueryParameters3D" /> + <argument index="1" name="max_results" type="int" default="32" /> <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. + Returned points are a list of pairs of contact points. For each pair the first one is in the shape passed in [PhysicsShapeQueryParameters3D] object, second one is in the collided shape from the physics space. + [b]Note:[/b] This method does not take into account the [code]motion[/code] property of the object. </description> </method> <method name="get_rest_info"> - <return type="Dictionary"> - </return> - <argument index="0" name="shape" type="PhysicsShapeQueryParameters3D"> - </argument> + <return type="Dictionary" /> + <argument index="0" name="parameters" type="PhysicsShapeQueryParameters3D" /> <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. @@ -47,42 +42,40 @@ [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. + [b]Note:[/b] This method does not take into account the [code]motion[/code] property of the object. + </description> + </method> + <method name="intersect_point"> + <return type="Array" /> + <argument index="0" name="parameters" type="PhysicsPointQueryParameters3D" /> + <argument index="1" name="max_results" type="int" default="32" /> + <description> + Checks whether a point is inside any solid shape. Position and other parameters are defined through [PhysicsPointQueryParameters3D]. 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]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> <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> + <return type="Dictionary" /> + <argument index="0" name="parameters" type="PhysicsRayQueryParameters3D" /> <description> - Intersects a ray in a given space. The returned object is a dictionary with the following fields: + Intersects a ray in a given space. Ray position and other parameters are defined through [PhysicsRayQueryParameters3D]. 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]normal[/code]: The object's surface normal at the intersection point, or [code]Vector3(0, 0, 0)[/code] if the ray starts inside the shape and [member PhysicsRayQueryParameters3D.hit_from_inside] is [code]true[/code]. [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> + <return type="Array" /> + <argument index="0" name="parameters" type="PhysicsShapeQueryParameters3D" /> + <argument index="1" name="max_results" type="int" default="32" /> <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. @@ -90,9 +83,8 @@ [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. + [b]Note:[/b] This method does not take into account the [code]motion[/code] property of the object. </description> </method> </methods> - <constants> - </constants> </class> |