godot/doc/classes/PhysicsDirectSpaceState2D.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsDirectSpaceState2D" inherits="Object" version="4.0">
<brief_description>
Direct access object to a space in the [PhysicsServer2D].
</brief_description>
<description>
Direct access object to a space in the [PhysicsServer2D]. It's used mainly to do queries against objects and areas residing in a given space.
</description>
<tutorials>
<link title="Ray-Casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
</tutorials>
<methods>
<method name="cast_motion">
<return type="Array">
</return>
<argument index="0" name="shape" type="PhysicsShapeQueryParameters2D">
</argument>
<description>
Checks how far the shape can travel toward a point. If the shape can not move, the array will be empty.
[b]Note:[/b] Both the shape and the motion are supplied through a [PhysicsShapeQueryParameters2D] object. The method will return an array with two floats between 0 and 1, both representing a fraction of [code]motion[/code]. 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 [code][1, 1][/code].
</description>
</method>
<method name="collide_shape">
<return type="Array">
</return>
<argument index="0" name="shape" type="PhysicsShapeQueryParameters2D">
</argument>
<argument index="1" name="max_results" type="int" default="32">
</argument>
<description>
Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters2D] 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="PhysicsShapeQueryParameters2D">
</argument>
<description>
Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters2D] 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.
[b]Note:[/b] This method does not take into account the [code]motion[/code] property of the object. The returned object is a dictionary containing the following fields:
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[code]collider_id[/code]: The colliding object's ID.
[code]linear_velocity[/code]: The colliding object's velocity [Vector2]. If the object is an [Area2D], the result is [code](0, 0)[/code].
[code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method PhysicsServer2D.shape_set_data].
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[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.
</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>
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<argument index="4" name="collide_with_bodies" type="bool" default="true">
</argument>
<argument index="5" name="collide_with_areas" type="bool" default="false">
</argument>
<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:
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[code]collider[/code]: The colliding object.
[code]collider_id[/code]: The colliding object's ID.
[code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method PhysicsServer2D.shape_set_data].
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[code]rid[/code]: The intersecting object's [RID].
[code]shape[/code]: The shape index of the colliding shape.
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 [PhysicsBody2D]s or [Area2D]s, respectively.
[b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in [code]Segments[/code] build mode are not solid shapes. Therefore, they will not be detected.
</description>
</method>
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<method name="intersect_point_on_canvas">
<return type="Array">
</return>
<argument index="0" name="point" type="Vector2">
</argument>
<argument index="1" name="canvas_instance_id" type="int">
</argument>
<argument index="2" name="max_results" type="int" default="32">
</argument>
<argument index="3" name="exclude" type="Array" default="[ ]">
</argument>
<argument index="4" name="collision_layer" type="int" default="2147483647">
</argument>
<argument index="5" name="collide_with_bodies" type="bool" default="true">
</argument>
<argument index="6" name="collide_with_areas" type="bool" default="false">
</argument>
<description>
</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>
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<argument index="4" name="collide_with_bodies" type="bool" default="true">
</argument>
<argument index="5" name="collide_with_areas" type="bool" default="false">
</argument>
<description>
Intersects a ray in a given space. The returned object is a dictionary with the following fields:
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[code]collider[/code]: The colliding object.
[code]collider_id[/code]: The colliding object's ID.
[code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method PhysicsServer2D.shape_set_data].
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[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 [PhysicsBody2D]s or [Area2D]s, respectively.
</description>
</method>
<method name="intersect_shape">
<return type="Array">
</return>
<argument index="0" name="shape" type="PhysicsShapeQueryParameters2D">
</argument>
<argument index="1" name="max_results" type="int" default="32">
</argument>
<description>
Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters2D] object, against the space.
[b]Note:[/b] This method does not take into account the [code]motion[/code] property of the object. The intersected shapes are returned in an array containing dictionaries with the following fields:
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[code]collider[/code]: The colliding object.
[code]collider_id[/code]: The colliding object's ID.
[code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method PhysicsServer2D.shape_set_data].
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[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>