.. Generated automatically by doc/tools/makerst.py in Godot's source tree. .. DO NOT EDIT THIS FILE, but the Physics2DDirectSpaceState.xml source instead. .. The source is found in doc/classes or modules//doc_classes. .. _class_Physics2DDirectSpaceState: Physics2DDirectSpaceState ========================= **Inherits:** :ref:`Object` **Category:** Core Brief Description ----------------- Direct access object to a space in the :ref:`Physics2DServer`. Member Functions ---------------- +--------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Array` | :ref:`cast_motion` **(** :ref:`Physics2DShapeQueryParameters` shape **)** | +--------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Array` | :ref:`collide_shape` **(** :ref:`Physics2DShapeQueryParameters` shape, :ref:`int` max_results=32 **)** | +--------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Dictionary` | :ref:`get_rest_info` **(** :ref:`Physics2DShapeQueryParameters` shape **)** | +--------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Array` | :ref:`intersect_point` **(** :ref:`Vector2` point, :ref:`int` max_results=32, :ref:`Array` exclude=[ ], :ref:`int` collision_layer=2147483647 **)** | +--------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Dictionary` | :ref:`intersect_ray` **(** :ref:`Vector2` from, :ref:`Vector2` to, :ref:`Array` exclude=[ ], :ref:`int` collision_layer=2147483647 **)** | +--------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Array` | :ref:`intersect_shape` **(** :ref:`Physics2DShapeQueryParameters` shape, :ref:`int` max_results=32 **)** | +--------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ Description ----------- Direct access object to a space in the :ref:`Physics2DServer`. It's used mainly to do queries against objects and areas residing in a given space. Member Function Description --------------------------- .. _class_Physics2DDirectSpaceState_cast_motion: - :ref:`Array` **cast_motion** **(** :ref:`Physics2DShapeQueryParameters` shape **)** Checks how far the shape can travel toward a point. Note that both the shape and the motion are supplied through a :ref:`Physics2DShapeQueryParameters` object. 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 array will be empty (``dir.empty()==true``). .. _class_Physics2DDirectSpaceState_collide_shape: - :ref:`Array` **collide_shape** **(** :ref:`Physics2DShapeQueryParameters` shape, :ref:`int` max_results=32 **)** Checks the intersections of a shape, given through a :ref:`Physics2DShapeQueryParameters` object, against the space. The resulting array contains a list of points where the shape intersects another. Like with :ref:`intersect_shape`, the number of returned results can be limited to save processing time. .. _class_Physics2DDirectSpaceState_get_rest_info: - :ref:`Dictionary` **get_rest_info** **(** :ref:`Physics2DShapeQueryParameters` shape **)** Checks the intersections of a shape, given through a :ref:`Physics2DShapeQueryParameters` object, against the space. If it collides with more than one shape, the nearest one is selected. Note that this method does not take into account the ``motion`` property of the object. 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:`Vector2`. If the object is an :ref:`Area2D`, the result is ``(0, 0)``. ``metadata``: The intersecting shape's metadata. This metadata is different from :ref:`Object.get_meta`, and is set with :ref:`Physics2DServer.shape_set_data`. ``normal``: The object's surface normal at the intersection point. ``point``: The intersection point. ``rid``: The intersecting object's :ref:`RID`. ``shape``: The shape index of the colliding shape. If the shape did not intersect anything, then an empty dictionary (``dir.empty()==true``) is returned instead. .. _class_Physics2DDirectSpaceState_intersect_point: - :ref:`Array` **intersect_point** **(** :ref:`Vector2` point, :ref:`int` max_results=32, :ref:`Array` exclude=[ ], :ref:`int` collision_layer=2147483647 **)** Checks whether a point is inside any shape. The shapes the point is inside of are returned in an array containing dictionaries with the following fields: ``collider``: The colliding object. ``collider_id``: The colliding object's ID. ``metadata``: The intersecting shape's metadata. This metadata is different from :ref:`Object.get_meta`, and is set with :ref:`Physics2DServer.shape_set_data`. ``rid``: The intersecting object's :ref:`RID`. ``shape``: The shape index of the colliding shape. Additionally, the method can take an array of objects or :ref:`RID`\ s that are to be excluded from collisions, or a bitmask representing the physics layers to check in. .. _class_Physics2DDirectSpaceState_intersect_ray: - :ref:`Dictionary` **intersect_ray** **(** :ref:`Vector2` from, :ref:`Vector2` to, :ref:`Array` exclude=[ ], :ref:`int` collision_layer=2147483647 **)** 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. ``metadata``: The intersecting shape's metadata. This metadata is different from :ref:`Object.get_meta`, and is set with :ref:`Physics2DServer.shape_set_data`. ``normal``: The object's surface normal at the intersection point. ``position``: The intersection point. ``rid``: The intersecting object's :ref:`RID`. ``shape``: The shape index of the colliding shape. If the ray did not intersect anything, then an empty dictionary (``dir.empty()==true``) is returned instead. Additionally, the method can take an array of objects or :ref:`RID`\ s that are to be excluded from collisions, or a bitmask representing the physics layers to check in. .. _class_Physics2DDirectSpaceState_intersect_shape: - :ref:`Array` **intersect_shape** **(** :ref:`Physics2DShapeQueryParameters` shape, :ref:`int` max_results=32 **)** Checks the intersections of a shape, given through a :ref:`Physics2DShapeQueryParameters` object, against the space. Note that this method does not take into account the ``motion`` property of the object. 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. ``metadata``: The intersecting shape's metadata. This metadata is different from :ref:`Object.get_meta`, and is set with :ref:`Physics2DServer.shape_set_data`. ``rid``: The intersecting object's :ref:`RID`. ``shape``: The shape index of the colliding shape. The number of intersections can be limited with the second parameter, to reduce the processing time.