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godot-docs/classes/class_physicsdirectspacestate.rst
2019-01-07 10:14:12 +01:00

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.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the PhysicsDirectSpaceState.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
.. _class_PhysicsDirectSpaceState:
PhysicsDirectSpaceState
=======================
**Inherits:** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Direct access object to a space in the :ref:`PhysicsServer<class_PhysicsServer>`.
Methods
-------
+-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>` | :ref:`cast_motion<class_PhysicsDirectSpaceState_method_cast_motion>` **(** :ref:`PhysicsShapeQueryParameters<class_PhysicsShapeQueryParameters>` shape, :ref:`Vector3<class_Vector3>` motion **)** |
+-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>` | :ref:`collide_shape<class_PhysicsDirectSpaceState_method_collide_shape>` **(** :ref:`PhysicsShapeQueryParameters<class_PhysicsShapeQueryParameters>` shape, :ref:`int<class_int>` max_results=32 **)** |
+-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Dictionary<class_Dictionary>` | :ref:`get_rest_info<class_PhysicsDirectSpaceState_method_get_rest_info>` **(** :ref:`PhysicsShapeQueryParameters<class_PhysicsShapeQueryParameters>` shape **)** |
+-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Dictionary<class_Dictionary>` | :ref:`intersect_ray<class_PhysicsDirectSpaceState_method_intersect_ray>` **(** :ref:`Vector3<class_Vector3>` from, :ref:`Vector3<class_Vector3>` to, :ref:`Array<class_Array>` exclude=[ ], :ref:`int<class_int>` collision_mask=2147483647, :ref:`bool<class_bool>` collide_with_bodies=true, :ref:`bool<class_bool>` collide_with_areas=false **)** |
+-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>` | :ref:`intersect_shape<class_PhysicsDirectSpaceState_method_intersect_shape>` **(** :ref:`PhysicsShapeQueryParameters<class_PhysicsShapeQueryParameters>` shape, :ref:`int<class_int>` max_results=32 **)** |
+-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
Description
-----------
Direct access object to a space in the :ref:`PhysicsServer<class_PhysicsServer>`. It's used mainly to do queries against objects and areas residing in a given space.
Tutorials
---------
- :doc:`../tutorials/physics/ray-casting`
Method Descriptions
-------------------
.. _class_PhysicsDirectSpaceState_method_cast_motion:
- :ref:`Array<class_Array>` **cast_motion** **(** :ref:`PhysicsShapeQueryParameters<class_PhysicsShapeQueryParameters>` shape, :ref:`Vector3<class_Vector3>` motion **)**
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 ``motion``. 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 returned array will be ``[0, 0]``.
.. _class_PhysicsDirectSpaceState_method_collide_shape:
- :ref:`Array<class_Array>` **collide_shape** **(** :ref:`PhysicsShapeQueryParameters<class_PhysicsShapeQueryParameters>` shape, :ref:`int<class_int>` max_results=32 **)**
Checks the intersections of a shape, given through a :ref:`PhysicsShapeQueryParameters<class_PhysicsShapeQueryParameters>` object, against the space. The resulting array contains a list of points where the shape intersects another. Like with :ref:`intersect_shape<class_PhysicsDirectSpaceState_method_intersect_shape>`, the number of returned results can be limited to save processing time.
.. _class_PhysicsDirectSpaceState_method_get_rest_info:
- :ref:`Dictionary<class_Dictionary>` **get_rest_info** **(** :ref:`PhysicsShapeQueryParameters<class_PhysicsShapeQueryParameters>` shape **)**
Checks the intersections of a shape, given through a :ref:`PhysicsShapeQueryParameters<class_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:
``collider_id``: The colliding object's ID.
``linear_velocity``: The colliding object's velocity :ref:`Vector3<class_Vector3>`. If the object is an :ref:`Area<class_Area>`, the result is ``(0, 0, 0)``.
``normal``: The object's surface normal at the intersection point.
``point``: The intersection point.
``rid``: The intersecting object's :ref:`RID<class_RID>`.
``shape``: The shape index of the colliding shape.
If the shape did not intersect anything, then an empty dictionary is returned instead.
.. _class_PhysicsDirectSpaceState_method_intersect_ray:
- :ref:`Dictionary<class_Dictionary>` **intersect_ray** **(** :ref:`Vector3<class_Vector3>` from, :ref:`Vector3<class_Vector3>` to, :ref:`Array<class_Array>` exclude=[ ], :ref:`int<class_int>` collision_mask=2147483647, :ref:`bool<class_bool>` collide_with_bodies=true, :ref:`bool<class_bool>` collide_with_areas=false **)**
Intersects a ray in a given space. The returned object is a dictionary with the following fields:
``collider``: The colliding object.
``collider_id``: The colliding object's ID.
``normal``: The object's surface normal at the intersection point.
``position``: The intersection point.
``rid``: The intersecting object's :ref:`RID<class_RID>`.
``shape``: 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 ``exclude`` array of objects or :ref:`RID<class_RID>`\ s that are to be excluded from collisions, a ``collision_mask`` bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with :ref:`PhysicsBody<class_PhysicsBody>`\ s or :ref:`Area<class_Area>`\ s, respectively.
.. _class_PhysicsDirectSpaceState_method_intersect_shape:
- :ref:`Array<class_Array>` **intersect_shape** **(** :ref:`PhysicsShapeQueryParameters<class_PhysicsShapeQueryParameters>` shape, :ref:`int<class_int>` max_results=32 **)**
Checks the intersections of a shape, given through a :ref:`PhysicsShapeQueryParameters<class_PhysicsShapeQueryParameters>` object, against the space. The intersected shapes are returned in an array containing dictionaries with the following fields:
``collider``: The colliding object.
``collider_id``: The colliding object's ID.
``rid``: The intersecting object's :ref:`RID<class_RID>`.
``shape``: The shape index of the colliding shape.
The number of intersections can be limited with the ``max_results`` parameter, to reduce the processing time.