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b302084395
Fixes #11517.
141 lines
7.3 KiB
XML
141 lines
7.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Physics2DDirectSpaceState" inherits="Object" category="Core" version="3.0.alpha.custom_build">
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<brief_description>
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Direct access object to a space in the [Physics2DServer].
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</brief_description>
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<description>
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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.
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</description>
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<tutorials>
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</tutorials>
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<demos>
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</demos>
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<methods>
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<method name="cast_motion">
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<return type="Array">
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</return>
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<argument index="0" name="shape" type="Physics2DShapeQueryParameters">
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</argument>
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<description>
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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.
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</description>
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</method>
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<method name="collide_shape">
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<return type="Array">
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</return>
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<argument index="0" name="shape" type="Physics2DShapeQueryParameters">
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</argument>
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<argument index="1" name="max_results" type="int" default="32">
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</argument>
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<description>
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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.
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</description>
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</method>
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<method name="get_rest_info">
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<return type="Dictionary">
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</return>
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<argument index="0" name="shape" type="Physics2DShapeQueryParameters">
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</argument>
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<description>
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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:
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pointo: Place where the shapes intersect.
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normal: Normal of the object at the point where the shapes intersect.
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shape: Shape index within the object against which the shape intersected.
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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].
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collider_id: Id of the object against which the shape intersected.
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collider: Object against which the shape intersected.
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rid: [RID] of the object against which the shape intersected.
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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).
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If the shape did not intersect anything, then an empty dictionary (dir.empty()==true) is returned instead.
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</description>
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</method>
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<method name="intersect_point">
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<return type="Array">
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</return>
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<argument index="0" name="point" type="Vector2">
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</argument>
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<argument index="1" name="max_results" type="int" default="32">
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</argument>
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<argument index="2" name="exclude" type="Array" default="[ ]">
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</argument>
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<argument index="3" name="collision_layer" type="int" default="2147483647">
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</argument>
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<argument index="4" name="type_mask" type="int" default="15">
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</argument>
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<description>
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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:
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shape: Shape index within the object the point is in.
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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].
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collider_id: Id of the object the point is in.
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collider: Object the point is inside of.
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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, a bitmask representing the physics layers to check in, and another bitmask for the types of objects to check (see TYPE_MASK_* constants).
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</description>
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</method>
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<method name="intersect_ray">
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<return type="Dictionary">
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</return>
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<argument index="0" name="from" type="Vector2">
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</argument>
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<argument index="1" name="to" type="Vector2">
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</argument>
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<argument index="2" name="exclude" type="Array" default="[ ]">
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</argument>
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<argument index="3" name="collision_layer" type="int" default="2147483647">
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</argument>
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<argument index="4" name="type_mask" type="int" default="15">
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</argument>
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<description>
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Intersect a ray in a given space. The returned object is a dictionary with the following fields:
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position: Place where ray is stopped.
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normal: Normal of the object at the point where the ray was stopped.
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shape: Shape index within the object against which the ray was stopped.
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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].
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collider_id: Id of the object against which the ray was stopped.
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collider: Object against which the ray was stopped.
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rid: [RID] of the object against which the ray was stopped.
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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, a bitmask representing the physics layers to check in, and another bitmask for the types of objects to check (see TYPE_MASK_* constants).
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</description>
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</method>
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<method name="intersect_shape">
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<return type="Array">
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</return>
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<argument index="0" name="shape" type="Physics2DShapeQueryParameters">
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</argument>
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<argument index="1" name="max_results" type="int" default="32">
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</argument>
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<description>
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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:
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shape: Shape index within the object the shape intersected.
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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].
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collider_id: Id of the object the shape intersected.
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collider: Object the shape intersected.
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rid: [RID] of the object the shape intersected.
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The number of intersections can be limited with the second parameter, to reduce the processing time.
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</description>
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</method>
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</methods>
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<constants>
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<constant name="TYPE_MASK_STATIC_BODY" value="1">
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Check for collisions with static bodies.
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</constant>
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<constant name="TYPE_MASK_KINEMATIC_BODY" value="2">
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Check for collisions with kinematic bodies.
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</constant>
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<constant name="TYPE_MASK_RIGID_BODY" value="4">
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Check for collisions with rigid bodies.
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</constant>
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<constant name="TYPE_MASK_CHARACTER_BODY" value="8">
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Check for collisions with rigid bodies in character mode.
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</constant>
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<constant name="TYPE_MASK_AREA" value="16">
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Check for collisions with areas.
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</constant>
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<constant name="TYPE_MASK_COLLISION" value="15">
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Check for collisions with any kind of bodies (but not areas).
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</constant>
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</constants>
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</class>
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