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-rw-r--r--doc/classes/PhysicsDirectSpaceState3D.xml61
1 files changed, 22 insertions, 39 deletions
diff --git a/doc/classes/PhysicsDirectSpaceState3D.xml b/doc/classes/PhysicsDirectSpaceState3D.xml
index 789e8cc731..13db50a2c7 100644
--- a/doc/classes/PhysicsDirectSpaceState3D.xml
+++ b/doc/classes/PhysicsDirectSpaceState3D.xml
@@ -11,33 +11,26 @@
</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="shape" type="PhysicsShapeQueryParameters3D" />
+ <argument index="1" name="motion" type="Vector3" />
<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="shape" 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.
</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="shape" 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.
@@ -50,20 +43,13 @@
</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="from" type="Vector3" />
+ <argument index="1" name="to" type="Vector3" />
+ <argument index="2" name="exclude" type="Array" default="[]" />
+ <argument index="3" name="collision_mask" type="int" default="2147483647" />
+ <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.
@@ -73,16 +59,13 @@
[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 [PhysicsBody3D]s or [Area3D]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, 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="shape" 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.