<?xml version="1.0" encoding="UTF-8" ?> <class name="PhysicsDirectSpaceState" inherits="Object" category="Core" version="3.1"> <brief_description> Direct access object to a space in the [PhysicsServer]. </brief_description> <description> Direct access object to a space in the [PhysicsServer]. 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> <demos> </demos> <methods> <method name="cast_motion"> <return type="Array"> </return> <argument index="0" name="shape" type="PhysicsShapeQueryParameters"> </argument> <argument index="1" name="motion" type="Vector3"> </argument> <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 GodotPhysics. </description> </method> <method name="collide_shape"> <return type="Array"> </return> <argument index="0" name="shape" type="PhysicsShapeQueryParameters"> </argument> <argument index="1" name="max_results" type="int" default="32"> </argument> <description> Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters] 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="PhysicsShapeQueryParameters"> </argument> <description> Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters] 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. [code]linear_velocity[/code]: The colliding object's velocity [Vector3]. If the object is an [Area], the result is [code](0, 0, 0)[/code]. [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. If the shape did not intersect anything, then an empty dictionary is returned instead. </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> <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]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 [PhysicsBody]s or [Area]s, respectively. </description> </method> <method name="intersect_shape"> <return type="Array"> </return> <argument index="0" name="shape" type="PhysicsShapeQueryParameters"> </argument> <argument index="1" name="max_results" type="int" default="32"> </argument> <description> Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters] object, against the space. 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]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>