:github_url: hide .. 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` Direct access object to a space in the :ref:`Physics2DServer`. 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. Tutorials --------- - :doc:`../tutorials/physics/ray-casting` Methods ------- +-------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :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:`bool` collide_with_bodies=true, :ref:`bool` collide_with_areas=false **)** | +-------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Array` | :ref:`intersect_point_on_canvas` **(** :ref:`Vector2` point, :ref:`int` canvas_instance_id, :ref:`int` max_results=32, :ref:`Array` exclude=[ ], :ref:`int` collision_layer=2147483647, :ref:`bool` collide_with_bodies=true, :ref:`bool` collide_with_areas=false **)** | +-------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Dictionary` | :ref:`intersect_ray` **(** :ref:`Vector2` from, :ref:`Vector2` to, :ref:`Array` exclude=[ ], :ref:`int` collision_layer=2147483647, :ref:`bool` collide_with_bodies=true, :ref:`bool` collide_with_areas=false **)** | +-------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Array` | :ref:`intersect_shape` **(** :ref:`Physics2DShapeQueryParameters` shape, :ref:`int` max_results=32 **)** | +-------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ Method Descriptions ------------------- .. _class_Physics2DDirectSpaceState_method_cast_motion: - :ref:`Array` **cast_motion** **(** :ref:`Physics2DShapeQueryParameters` shape **)** Checks how far the shape can travel toward a point. If the shape can not move, the array will be empty. **Note:** 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]``. ---- .. _class_Physics2DDirectSpaceState_method_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_method_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. If the shape did not intersect anything, then an empty dictionary is returned instead. **Note:** 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. ---- .. _class_Physics2DDirectSpaceState_method_intersect_point: - :ref:`Array` **intersect_point** **(** :ref:`Vector2` point, :ref:`int` max_results=32, :ref:`Array` exclude=[ ], :ref:`int` collision_layer=2147483647, :ref:`bool` collide_with_bodies=true, :ref:`bool` collide_with_areas=false **)** 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 ``exclude`` array of objects or :ref:`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`\ s or :ref:`Area`\ s, respectively. ---- .. _class_Physics2DDirectSpaceState_method_intersect_point_on_canvas: - :ref:`Array` **intersect_point_on_canvas** **(** :ref:`Vector2` point, :ref:`int` canvas_instance_id, :ref:`int` max_results=32, :ref:`Array` exclude=[ ], :ref:`int` collision_layer=2147483647, :ref:`bool` collide_with_bodies=true, :ref:`bool` collide_with_areas=false **)** ---- .. _class_Physics2DDirectSpaceState_method_intersect_ray: - :ref:`Dictionary` **intersect_ray** **(** :ref:`Vector2` from, :ref:`Vector2` to, :ref:`Array` exclude=[ ], :ref:`int` collision_layer=2147483647, :ref:`bool` collide_with_bodies=true, :ref:`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. ``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 is returned instead. Additionally, the method can take an ``exclude`` array of objects or :ref:`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`\ s or :ref:`Area`\ s, respectively. ---- .. _class_Physics2DDirectSpaceState_method_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:** 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 ``max_results`` parameter, to reduce the processing time. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`