:github_url: hide .. Generated automatically by doc/tools/make_rst.py in Godot's source tree. .. DO NOT EDIT THIS FILE, but the PhysicsDirectSpaceState.xml source instead. .. The source is found in doc/classes or modules//doc_classes. .. _class_PhysicsDirectSpaceState: PhysicsDirectSpaceState ======================= **Inherits:** :ref:`Object` Direct access object to a space in the :ref:`PhysicsServer`. Description ----------- Direct access object to a space in the :ref:`PhysicsServer`. It's used mainly to do queries against objects and areas residing in a given space. Tutorials --------- - :doc:`../tutorials/physics/physics_introduction` - :doc:`../tutorials/physics/ray-casting` Methods ------- +-------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Array` | :ref:`cast_motion` **(** :ref:`PhysicsShapeQueryParameters` shape, :ref:`Vector3` motion **)** | +-------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Array` | :ref:`collide_shape` **(** :ref:`PhysicsShapeQueryParameters` shape, :ref:`int` max_results=32 **)** | +-------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Dictionary` | :ref:`get_rest_info` **(** :ref:`PhysicsShapeQueryParameters` shape **)** | +-------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Array` | :ref:`intersect_point` **(** :ref:`Vector3` 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:`Dictionary` | :ref:`intersect_ray` **(** :ref:`Vector3` from, :ref:`Vector3` to, :ref:`Array` exclude=[ ], :ref:`int` collision_mask=2147483647, :ref:`bool` collide_with_bodies=true, :ref:`bool` collide_with_areas=false **)** | +-------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Array` | :ref:`intersect_shape` **(** :ref:`PhysicsShapeQueryParameters` shape, :ref:`int` max_results=32 **)** | +-------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ Method Descriptions ------------------- .. _class_PhysicsDirectSpaceState_method_cast_motion: - :ref:`Array` **cast_motion** **(** :ref:`PhysicsShapeQueryParameters` shape, :ref:`Vector3` motion **)** Checks how far a :ref:`Shape` can move without colliding. All the parameters for the query, including the shape, are supplied through a :ref:`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 ``[1.0, 1.0]`` will be returned. **Note:** Any :ref:`Shape`\ s that the shape is already colliding with e.g. inside of, will be ignored. Use :ref:`collide_shape` to determine the :ref:`Shape`\ s that the shape is already colliding with. ---- .. _class_PhysicsDirectSpaceState_method_collide_shape: - :ref:`Array` **collide_shape** **(** :ref:`PhysicsShapeQueryParameters` shape, :ref:`int` max_results=32 **)** Checks the intersections of a shape, given through a :ref:`PhysicsShapeQueryParameters` 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_PhysicsDirectSpaceState_method_get_rest_info: - :ref:`Dictionary` **get_rest_info** **(** :ref:`PhysicsShapeQueryParameters` shape **)** Checks the intersections of a shape, given through a :ref:`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: ``collider_id``: The colliding object's ID. ``linear_velocity``: The colliding object's velocity :ref:`Vector3`. If the object is an :ref:`Area`, the result is ``(0, 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. If the shape did not intersect anything, then an empty dictionary is returned instead. ---- .. _class_PhysicsDirectSpaceState_method_intersect_point: - :ref:`Array` **intersect_point** **(** :ref:`Vector3` 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 solid 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. ``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. 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_PhysicsDirectSpaceState_method_intersect_ray: - :ref:`Dictionary` **intersect_ray** **(** :ref:`Vector3` from, :ref:`Vector3` to, :ref:`Array` exclude=[ ], :ref:`int` collision_mask=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. ``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_PhysicsDirectSpaceState_method_intersect_shape: - :ref:`Array` **intersect_shape** **(** :ref:`PhysicsShapeQueryParameters` shape, :ref:`int` max_results=32 **)** Checks the intersections of a shape, given through a :ref:`PhysicsShapeQueryParameters` 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.)`