PhysicsDirectSpaceState¶
Inherits: Object
Direct access object to a space in the PhysicsServer.
Description¶
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.
Tutorials¶
Methods¶
Array | cast_motion ( PhysicsShapeQueryParameters shape, Vector3 motion ) |
Array | collide_shape ( PhysicsShapeQueryParameters shape, int max_results=32 ) |
Dictionary | get_rest_info ( PhysicsShapeQueryParameters shape ) |
Dictionary | intersect_ray ( Vector3 from, Vector3 to, Array exclude=[ ], int collision_mask=2147483647, bool collide_with_bodies=true, bool collide_with_areas=false ) |
Array | intersect_shape ( PhysicsShapeQueryParameters shape, int max_results=32 ) |
Method Descriptions¶
- Array cast_motion ( PhysicsShapeQueryParameters shape, Vector3 motion )
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]
.
If the shape can not move, the returned array will be [0, 0]
under Bullet, and empty under GodotPhysics.
- Array collide_shape ( PhysicsShapeQueryParameters shape, int max_results=32 )
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 intersect_shape, the number of returned results can be limited to save processing time.
- Dictionary get_rest_info ( PhysicsShapeQueryParameters shape )
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:
collider_id
: The colliding object’s ID.
linear_velocity
: The colliding object’s velocity Vector3. If the object is an 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 RID.
shape
: The shape index of the colliding shape.
If the shape did not intersect anything, then an empty dictionary is returned instead.
- Dictionary intersect_ray ( Vector3 from, Vector3 to, Array exclude=[ ], int collision_mask=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.
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 ( PhysicsShapeQueryParameters shape, int max_results=32 )
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:
collider
: The colliding object.
collider_id
: The colliding object’s ID.
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.