:github_url: hide .. Generated automatically by doc/tools/make_rst.py in Godot's source tree. .. DO NOT EDIT THIS FILE, but the PhysicsDirectSpaceState2D.xml source instead. .. The source is found in doc/classes or modules//doc_classes. .. _class_PhysicsDirectSpaceState2D: PhysicsDirectSpaceState2D ========================= **Inherits:** :ref:`Object` Direct access object to a space in the :ref:`PhysicsServer2D`. Description ----------- Direct access object to a space in the :ref:`PhysicsServer2D`. It's used mainly to do queries against objects and areas residing in a given space. Tutorials --------- - :doc:`Physics introduction <../tutorials/physics/physics_introduction>` - :doc:`Ray-casting <../tutorials/physics/ray-casting>` Methods ------- +-------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Array` | :ref:`cast_motion` **(** :ref:`PhysicsShapeQueryParameters2D` parameters **)** | +-------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Array` | :ref:`collide_shape` **(** :ref:`PhysicsShapeQueryParameters2D` parameters, :ref:`int` max_results=32 **)** | +-------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Dictionary` | :ref:`get_rest_info` **(** :ref:`PhysicsShapeQueryParameters2D` parameters **)** | +-------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Array` | :ref:`intersect_point` **(** :ref:`PhysicsPointQueryParameters2D` parameters, :ref:`int` max_results=32 **)** | +-------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Dictionary` | :ref:`intersect_ray` **(** :ref:`PhysicsRayQueryParameters2D` parameters **)** | +-------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Array` | :ref:`intersect_shape` **(** :ref:`PhysicsShapeQueryParameters2D` parameters, :ref:`int` max_results=32 **)** | +-------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ Method Descriptions ------------------- .. _class_PhysicsDirectSpaceState2D_method_cast_motion: - :ref:`Array` **cast_motion** **(** :ref:`PhysicsShapeQueryParameters2D` parameters **)** Checks how far a :ref:`Shape2D` can move without colliding. All the parameters for the query, including the shape and the motion, are supplied through a :ref:`PhysicsShapeQueryParameters2D` object. Returns an array with the safe and unsafe proportions (between 0 and 1) of the motion. The safe proportion is the maximum fraction of the motion that can be made without a collision. The unsafe proportion is the minimum fraction of the distance that must be moved for a collision. If no collision is detected a result of ``[1.0, 1.0]`` will be returned. \ **Note:** Any :ref:`Shape2D`\ s that the shape is already colliding with e.g. inside of, will be ignored. Use :ref:`collide_shape` to determine the :ref:`Shape2D`\ s that the shape is already colliding with. ---- .. _class_PhysicsDirectSpaceState2D_method_collide_shape: - :ref:`Array` **collide_shape** **(** :ref:`PhysicsShapeQueryParameters2D` parameters, :ref:`int` max_results=32 **)** Checks the intersections of a shape, given through a :ref:`PhysicsShapeQueryParameters2D` 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. Returned points are a list of pairs of contact points. For each pair the first one is in the shape passed in :ref:`PhysicsShapeQueryParameters2D` object, second one is in the collided shape from the physics space. ---- .. _class_PhysicsDirectSpaceState2D_method_get_rest_info: - :ref:`Dictionary` **get_rest_info** **(** :ref:`PhysicsShapeQueryParameters2D` parameters **)** Checks the intersections of a shape, given through a :ref:`PhysicsShapeQueryParameters2D` 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)``. \ ``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_PhysicsDirectSpaceState2D_method_intersect_point: - :ref:`Array` **intersect_point** **(** :ref:`PhysicsPointQueryParameters2D` parameters, :ref:`int` max_results=32 **)** Checks whether a point is inside any solid shape. Position and other parameters are defined through :ref:`PhysicsPointQueryParameters2D`. 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. \ ``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. \ **Note:** :ref:`ConcavePolygonShape2D`\ s and :ref:`CollisionPolygon2D`\ s in ``Segments`` build mode are not solid shapes. Therefore, they will not be detected. ---- .. _class_PhysicsDirectSpaceState2D_method_intersect_ray: - :ref:`Dictionary` **intersect_ray** **(** :ref:`PhysicsRayQueryParameters2D` parameters **)** Intersects a ray in a given space. Ray position and other parameters are defined through :ref:`PhysicsRayQueryParameters2D`. 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, or ``Vector2(0, 0)`` if the ray starts inside the shape and :ref:`PhysicsRayQueryParameters2D.hit_from_inside` is ``true``. \ ``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. ---- .. _class_PhysicsDirectSpaceState2D_method_intersect_shape: - :ref:`Array` **intersect_shape** **(** :ref:`PhysicsShapeQueryParameters2D` parameters, :ref:`int` max_results=32 **)** Checks the intersections of a shape, given through a :ref:`PhysicsShapeQueryParameters2D` 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`. \ ``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.)` .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)` .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)` .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`