godot/doc/classes/Physics2DDirectSpaceState.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="Physics2DDirectSpaceState" inherits="Object" category="Core" version="3.0-beta">
<brief_description>
Direct access object to a space in the [Physics2DServer].
</brief_description>
<description>
Direct access object to a space in the [Physics2DServer]. It's used mainly to do queries against objects and areas residing in a given space.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="cast_motion">
<return type="Array">
</return>
<argument index="0" name="shape" type="Physics2DShapeQueryParameters">
</argument>
<description>
Check whether the shape can travel to a point. If it can, the method will return an array with two floats: The first is the distance the shape can move in that direction without colliding, and the second is the distance at which it will collide.
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If the shape can not move, the array will be empty.
</description>
</method>
<method name="collide_shape">
<return type="Array">
</return>
<argument index="0" name="shape" type="Physics2DShapeQueryParameters">
</argument>
<argument index="1" name="max_results" type="int" default="32">
</argument>
<description>
Check the intersections of a shape, given through a [Physics2DShapeQueryParameters] 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">
</return>
<argument index="0" name="shape" type="Physics2DShapeQueryParameters">
</argument>
<description>
Check the intersections of a shape, given through a [Physics2DShapeQueryParameters] object, against the space. If it collides with more than a shape, the nearest one is selected. The returned object is a dictionary containing the following fields:
pointo: Place where the shapes intersect.
normal: Normal of the object at the point where the shapes intersect.
shape: Shape index within the object against which the shape intersected.
metadata: Metadata of the shape against which the shape intersected. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].
collider_id: Id of the object against which the shape intersected.
collider: Object against which the shape intersected.
rid: [RID] of the object against which the shape intersected.
linear_velocity: The movement vector of the object the shape intersected, if it was a body. If it was an area, it is (0,0).
If the shape did not intersect anything, then an empty dictionary (dir.empty()==true) is returned instead.
</description>
</method>
<method name="intersect_point">
<return type="Array">
</return>
<argument index="0" name="point" type="Vector2">
</argument>
<argument index="1" name="max_results" type="int" default="32">
</argument>
<argument index="2" name="exclude" type="Array" default="[ ]">
</argument>
<argument index="3" name="collision_layer" type="int" default="2147483647">
</argument>
<description>
Check 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:
shape: Shape index within the object the point is in.
metadata: Metadata of the shape the point is in. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].
collider_id: Id of the object the point is in.
collider: Object the point is inside of.
rid: [RID] of the object the point is in.
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Additionally, the method can take an array of objects or [RID]s that are to be excluded from collisions, or a bitmask representing the physics layers to check in.
</description>
</method>
<method name="intersect_ray">
<return type="Dictionary">
</return>
<argument index="0" name="from" type="Vector2">
</argument>
<argument index="1" name="to" type="Vector2">
</argument>
<argument index="2" name="exclude" type="Array" default="[ ]">
</argument>
<argument index="3" name="collision_layer" type="int" default="2147483647">
</argument>
<description>
Intersect a ray in a given space. The returned object is a dictionary with the following fields:
position: Place where ray is stopped.
normal: Normal of the object at the point where the ray was stopped.
shape: Shape index within the object against which the ray was stopped.
metadata: Metadata of the shape against which the ray was stopped. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].
collider_id: Id of the object against which the ray was stopped.
collider: Object against which the ray was stopped.
rid: [RID] of the object against which the ray was stopped.
If the ray did not intersect anything, then an empty dictionary (dir.empty()==true) is returned instead.
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Additionally, the method can take an array of objects or [RID]s that are to be excluded from collisions, or a bitmask representing the physics layers to check in.
</description>
</method>
<method name="intersect_shape">
<return type="Array">
</return>
<argument index="0" name="shape" type="Physics2DShapeQueryParameters">
</argument>
<argument index="1" name="max_results" type="int" default="32">
</argument>
<description>
Check the intersections of a shape, given through a [Physics2DShapeQueryParameters] object, against the space. The intersected shapes are returned in an array containing dictionaries with the following fields:
shape: Shape index within the object the shape intersected.
metadata: Metadata of the shape intersected by the shape given through the [Physics2DShapeQueryParameters]. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].
collider_id: Id of the object the shape intersected.
collider: Object the shape intersected.
rid: [RID] of the object the shape intersected.
The number of intersections can be limited with the second parameter, to reduce the processing time.
</description>
</method>
</methods>
<constants>
</constants>
</class>