2
0

class_physicsdirectspacestate.rst 9.2 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128
  1. :github_url: hide
  2. .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
  3. .. DO NOT EDIT THIS FILE, but the PhysicsDirectSpaceState.xml source instead.
  4. .. The source is found in doc/classes or modules/<name>/doc_classes.
  5. .. _class_PhysicsDirectSpaceState:
  6. PhysicsDirectSpaceState
  7. =======================
  8. **Inherits:** :ref:`Object<class_Object>`
  9. **Category:** Core
  10. Brief Description
  11. -----------------
  12. Direct access object to a space in the :ref:`PhysicsServer<class_PhysicsServer>`.
  13. Methods
  14. -------
  15. +-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  16. | :ref:`Array<class_Array>` | :ref:`cast_motion<class_PhysicsDirectSpaceState_method_cast_motion>` **(** :ref:`PhysicsShapeQueryParameters<class_PhysicsShapeQueryParameters>` shape, :ref:`Vector3<class_Vector3>` motion **)** |
  17. +-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  18. | :ref:`Array<class_Array>` | :ref:`collide_shape<class_PhysicsDirectSpaceState_method_collide_shape>` **(** :ref:`PhysicsShapeQueryParameters<class_PhysicsShapeQueryParameters>` shape, :ref:`int<class_int>` max_results=32 **)** |
  19. +-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  20. | :ref:`Dictionary<class_Dictionary>` | :ref:`get_rest_info<class_PhysicsDirectSpaceState_method_get_rest_info>` **(** :ref:`PhysicsShapeQueryParameters<class_PhysicsShapeQueryParameters>` shape **)** |
  21. +-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  22. | :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 **)** |
  23. +-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  24. | :ref:`Array<class_Array>` | :ref:`intersect_shape<class_PhysicsDirectSpaceState_method_intersect_shape>` **(** :ref:`PhysicsShapeQueryParameters<class_PhysicsShapeQueryParameters>` shape, :ref:`int<class_int>` max_results=32 **)** |
  25. +-------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  26. Description
  27. -----------
  28. 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.
  29. Tutorials
  30. ---------
  31. - :doc:`../tutorials/physics/ray-casting`
  32. Method Descriptions
  33. -------------------
  34. .. _class_PhysicsDirectSpaceState_method_cast_motion:
  35. - :ref:`Array<class_Array>` **cast_motion** **(** :ref:`PhysicsShapeQueryParameters<class_PhysicsShapeQueryParameters>` shape, :ref:`Vector3<class_Vector3>` motion **)**
  36. 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]``.
  37. If the shape can not move, the returned array will be ``[0, 0]`` under Bullet, and empty under GodotPhysics.
  38. ----
  39. .. _class_PhysicsDirectSpaceState_method_collide_shape:
  40. - :ref:`Array<class_Array>` **collide_shape** **(** :ref:`PhysicsShapeQueryParameters<class_PhysicsShapeQueryParameters>` shape, :ref:`int<class_int>` max_results=32 **)**
  41. 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.
  42. ----
  43. .. _class_PhysicsDirectSpaceState_method_get_rest_info:
  44. - :ref:`Dictionary<class_Dictionary>` **get_rest_info** **(** :ref:`PhysicsShapeQueryParameters<class_PhysicsShapeQueryParameters>` shape **)**
  45. 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:
  46. ``collider_id``: The colliding object's ID.
  47. ``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)``.
  48. ``normal``: The object's surface normal at the intersection point.
  49. ``point``: The intersection point.
  50. ``rid``: The intersecting object's :ref:`RID<class_RID>`.
  51. ``shape``: The shape index of the colliding shape.
  52. If the shape did not intersect anything, then an empty dictionary is returned instead.
  53. ----
  54. .. _class_PhysicsDirectSpaceState_method_intersect_ray:
  55. - :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 **)**
  56. Intersects a ray in a given space. The returned object is a dictionary with the following fields:
  57. ``collider``: The colliding object.
  58. ``collider_id``: The colliding object's ID.
  59. ``normal``: The object's surface normal at the intersection point.
  60. ``position``: The intersection point.
  61. ``rid``: The intersecting object's :ref:`RID<class_RID>`.
  62. ``shape``: The shape index of the colliding shape.
  63. If the ray did not intersect anything, then an empty dictionary is returned instead.
  64. 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.
  65. ----
  66. .. _class_PhysicsDirectSpaceState_method_intersect_shape:
  67. - :ref:`Array<class_Array>` **intersect_shape** **(** :ref:`PhysicsShapeQueryParameters<class_PhysicsShapeQueryParameters>` shape, :ref:`int<class_int>` max_results=32 **)**
  68. 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:
  69. ``collider``: The colliding object.
  70. ``collider_id``: The colliding object's ID.
  71. ``rid``: The intersecting object's :ref:`RID<class_RID>`.
  72. ``shape``: The shape index of the colliding shape.
  73. The number of intersections can be limited with the ``max_results`` parameter, to reduce the processing time.