summaryrefslogtreecommitdiff
path: root/doc/classes/PhysicsDirectSpaceState.xml
blob: fabf153dacb7997d9b2ba09d1fe19dd31a8034a1 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
<?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>
		http://docs.godotengine.org/en/3.0/tutorials/physics/ray-casting.html
	</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 [1, 1].
				If the shape can not move, the array will be empty ([code]dir.empty()==true[/code]).
			</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 a 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 ([code]dir.empty()==true[/code]) 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_layer" type="int" default="2147483647">
			</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 ([code]dir.empty()==true[/code]) is returned instead.
				Additionally, the method can take an array of objects or [RID]s that are to be excluded from collisions, or a bitmask representing the physics layers to check in.
			</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 second parameter, to reduce the processing time.
			</description>
		</method>
	</methods>
	<constants>
	</constants>
</class>