Physics2DDirectSpaceState¶
Inherits: Object
Direct access object to a space in the Physics2DServer.
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.
Tutorials¶
Methods¶
Array | cast_motion ( Physics2DShapeQueryParameters shape ) |
Array | collide_shape ( Physics2DShapeQueryParameters shape, int max_results=32 ) |
Dictionary | get_rest_info ( Physics2DShapeQueryParameters shape ) |
Array | intersect_point ( Vector2 point, int max_results=32, Array exclude=[ ], int collision_layer=2147483647, bool collide_with_bodies=true, bool collide_with_areas=false ) |
Array | intersect_point_on_canvas ( Vector2 point, int canvas_instance_id, int max_results=32, Array exclude=[ ], int collision_layer=2147483647, bool collide_with_bodies=true, bool collide_with_areas=false ) |
Dictionary | intersect_ray ( Vector2 from, Vector2 to, Array exclude=[ ], int collision_layer=2147483647, bool collide_with_bodies=true, bool collide_with_areas=false ) |
Array | intersect_shape ( Physics2DShapeQueryParameters shape, int max_results=32 ) |
Method Descriptions¶
- Array cast_motion ( Physics2DShapeQueryParameters shape )
Checks how far the shape can travel toward a point. If the shape can not move, the array will be empty.
Note: Both the shape and the motion are supplied through a Physics2DShapeQueryParameters object. 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]
.
- Array collide_shape ( Physics2DShapeQueryParameters shape, int max_results=32 )
Checks 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 intersect_shape, the number of returned results can be limited to save processing time.
- Dictionary get_rest_info ( Physics2DShapeQueryParameters shape )
Checks the intersections of a shape, given through a Physics2DShapeQueryParameters 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 Vector2. If the object is an Area2D, the result is (0, 0)
.
metadata
: The intersecting shape’s metadata. This metadata is different from Object.get_meta, and is set with Physics2DServer.shape_set_data.
normal
: The object’s surface normal at the intersection point.
point
: The intersection point.
rid
: The intersecting object’s RID.
shape
: The shape index of the colliding shape.
- Array intersect_point ( Vector2 point, int max_results=32, Array exclude=[ ], int collision_layer=2147483647, bool collide_with_bodies=true, bool collide_with_areas=false )
Checks 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:
collider
: The colliding object.
collider_id
: The colliding object’s ID.
metadata
: The intersecting shape’s metadata. This metadata is different from Object.get_meta, and is set with Physics2DServer.shape_set_data.
rid
: The intersecting object’s RID.
shape
: The shape index of the colliding shape.
Additionally, the method can take an exclude
array of objects or RIDs 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 PhysicsBodys or Areas, respectively.
- Array intersect_point_on_canvas ( Vector2 point, int canvas_instance_id, int max_results=32, Array exclude=[ ], int collision_layer=2147483647, bool collide_with_bodies=true, bool collide_with_areas=false )
- Dictionary intersect_ray ( Vector2 from, Vector2 to, Array exclude=[ ], int collision_layer=2147483647, bool collide_with_bodies=true, 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.
metadata
: The intersecting shape’s metadata. This metadata is different from Object.get_meta, and is set with Physics2DServer.shape_set_data.
normal
: The object’s surface normal at the intersection point.
position
: The intersection point.
rid
: The intersecting object’s 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 RIDs 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 PhysicsBodys or Areas, respectively.
- Array intersect_shape ( Physics2DShapeQueryParameters shape, int max_results=32 )
Checks the intersections of a shape, given through a Physics2DShapeQueryParameters object, against the space.
Note: This method does not take into account the motion
property of the object. 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.
metadata
: The intersecting shape’s metadata. This metadata is different from Object.get_meta, and is set with Physics2DServer.shape_set_data.
rid
: The intersecting object’s 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.