godot/doc/classes/PhysicsDirectSpaceState.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PhysicsDirectSpaceState" inherits="Object" version="3.6" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
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Direct access object to a space in the [PhysicsServer].
</brief_description>
<description>
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Direct access object to a space in the [PhysicsServer]. It's used mainly to do queries against objects and areas residing in a given space.
</description>
<tutorials>
<link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link>
<link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link>
</tutorials>
<methods>
<method name="cast_motion">
<return type="Array" />
<argument index="0" name="shape" type="PhysicsShapeQueryParameters" />
<argument index="1" name="motion" type="Vector3" />
<description>
Checks how far a [Shape] can move without colliding. All the parameters for the query, including the shape, are supplied through a [PhysicsShapeQueryParameters] 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 [code][1.0, 1.0][/code] will be returned.
[b]Note:[/b] Any [Shape]s that the shape is already colliding with e.g. inside of, will be ignored. Use [method collide_shape] to determine the [Shape]s that the shape is already colliding with.
</description>
</method>
<method name="collide_shape">
<return type="Array" />
<argument index="0" name="shape" type="PhysicsShapeQueryParameters" />
<argument index="1" name="max_results" type="int" default="32" />
<description>
Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters] object, against the space. The resulting array contains a list of points where the shape intersects another. Like with [method intersect_shape], the number of returned results can be limited to save processing time.
</description>
</method>
<method name="get_rest_info">
<return type="Dictionary" />
<argument index="0" name="shape" type="PhysicsShapeQueryParameters" />
<description>
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Checks the intersections of a shape, given through a [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:
[code]collider_id[/code]: The colliding object's ID.
[code]linear_velocity[/code]: The colliding object's velocity [Vector3]. If the object is an [Area], the result is [code](0, 0, 0)[/code].
[code]normal[/code]: The object's surface normal at the intersection point.
[code]point[/code]: The intersection point.
[code]rid[/code]: The intersecting object's [RID].
[code]shape[/code]: The shape index of the colliding shape.
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If the shape did not intersect anything, then an empty dictionary is returned instead.
</description>
</method>
<method name="intersect_point">
<return type="Array" />
<argument index="0" name="point" type="Vector3" />
<argument index="1" name="max_results" type="int" default="32" />
<argument index="2" name="exclude" type="Array" default="[ ]" />
<argument index="3" name="collision_layer" type="int" default="2147483647" />
<argument index="4" name="collide_with_bodies" type="bool" default="true" />
<argument index="5" name="collide_with_areas" type="bool" default="false" />
<description>
Checks whether a point is inside any solid shape. The shapes the point is inside of are returned in an array containing dictionaries with the following fields:
[code]collider[/code]: The colliding object.
[code]collider_id[/code]: The colliding object's ID.
[code]rid[/code]: The intersecting object's [RID].
[code]shape[/code]: The shape index of the colliding shape.
The number of intersections can be limited with the [code]max_results[/code] parameter, to reduce the processing time.
Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody]s or [Area]s, respectively.
</description>
</method>
<method name="intersect_ray">
<return type="Dictionary" />
<argument index="0" name="from" type="Vector3" />
<argument index="1" name="to" type="Vector3" />
<argument index="2" name="exclude" type="Array" default="[ ]" />
<argument index="3" name="collision_mask" type="int" default="2147483647" />
<argument index="4" name="collide_with_bodies" type="bool" default="true" />
<argument index="5" name="collide_with_areas" type="bool" default="false" />
<description>
Intersects a ray in a given space. The returned object is a dictionary with the following fields:
[code]collider[/code]: The colliding object.
[code]collider_id[/code]: The colliding object's ID.
[code]normal[/code]: The object's surface normal at the intersection point.
[code]position[/code]: The intersection point.
[code]rid[/code]: The intersecting object's [RID].
[code]shape[/code]: The shape index of the colliding shape.
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If the ray did not intersect anything, then an empty dictionary is returned instead.
Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody]s or [Area]s, respectively.
</description>
</method>
<method name="intersect_shape">
<return type="Array" />
<argument index="0" name="shape" type="PhysicsShapeQueryParameters" />
<argument index="1" name="max_results" type="int" default="32" />
<description>
Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters] object, against the space. The intersected shapes are returned in an array containing dictionaries with the following fields:
[code]collider[/code]: The colliding object.
[code]collider_id[/code]: The colliding object's ID.
[code]rid[/code]: The intersecting object's [RID].
[code]shape[/code]: The shape index of the colliding shape.
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The number of intersections can be limited with the [code]max_results[/code] parameter, to reduce the processing time.
</description>
</method>
</methods>
<constants>
</constants>
</class>