:github_url: hide .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. .. Generator: https://github.com/godotengine/godot/tree/3.6/doc/tools/make_rst.py. .. XML source: https://github.com/godotengine/godot/tree/3.6/doc/classes/Physics2DDirectSpaceState.xml. .. _class_Physics2DDirectSpaceState: Physics2DDirectSpaceState ========================= **Inherits:** :ref:`Object` Direct access object to a space in the :ref:`Physics2DServer`. .. rst-class:: classref-introduction-group Description ----------- Direct access object to a space in the :ref:`Physics2DServer`. It's used mainly to do queries against objects and areas residing in a given space. .. rst-class:: classref-introduction-group Tutorials --------- - :doc:`Physics introduction <../tutorials/physics/physics_introduction>` - :doc:`Ray-casting <../tutorials/physics/ray-casting>` .. rst-class:: classref-reftable-group Methods ------- .. table:: :widths: auto +-------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Array` | :ref:`cast_motion` **(** :ref:`Physics2DShapeQueryParameters` shape **)** | +-------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Array` | :ref:`collide_shape` **(** :ref:`Physics2DShapeQueryParameters` shape, :ref:`int` max_results=32 **)** | +-------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Dictionary` | :ref:`get_rest_info` **(** :ref:`Physics2DShapeQueryParameters` shape **)** | +-------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Array` | :ref:`intersect_point` **(** :ref:`Vector2` 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:`Array` | :ref:`intersect_point_on_canvas` **(** :ref:`Vector2` point, :ref:`int` canvas_instance_id, :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:`Vector2` from, :ref:`Vector2` to, :ref:`Array` exclude=[ ], :ref:`int` collision_layer=2147483647, :ref:`bool` collide_with_bodies=true, :ref:`bool` collide_with_areas=false **)** | +-------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Array` | :ref:`intersect_shape` **(** :ref:`Physics2DShapeQueryParameters` shape, :ref:`int` max_results=32 **)** | +-------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group Method Descriptions ------------------- .. _class_Physics2DDirectSpaceState_method_cast_motion: .. rst-class:: classref-method :ref:`Array` **cast_motion** **(** :ref:`Physics2DShapeQueryParameters` shape **)** Checks how far a :ref:`Shape2D` can move without colliding. All the parameters for the query, including the shape and the motion, are supplied through a :ref:`Physics2DShapeQueryParameters` 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:`Shape2D`\ s that the shape is already colliding with e.g. inside of, will be ignored. Use :ref:`collide_shape` to determine the :ref:`Shape2D`\ s that the shape is already colliding with. .. rst-class:: classref-item-separator ---- .. _class_Physics2DDirectSpaceState_method_collide_shape: .. rst-class:: classref-method :ref:`Array` **collide_shape** **(** :ref:`Physics2DShapeQueryParameters` shape, :ref:`int` max_results=32 **)** Checks the intersections of a shape, given through a :ref:`Physics2DShapeQueryParameters` 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. .. rst-class:: classref-item-separator ---- .. _class_Physics2DDirectSpaceState_method_get_rest_info: .. rst-class:: classref-method :ref:`Dictionary` **get_rest_info** **(** :ref:`Physics2DShapeQueryParameters` shape **)** Checks the intersections of a shape, given through a :ref:`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 :ref:`Vector2`. If the object is an :ref:`Area2D`, the result is ``(0, 0)``. \ ``metadata``: The intersecting shape's metadata. This metadata is different from :ref:`Object.get_meta`, and is set with :ref:`Physics2DServer.shape_set_data`. \ ``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. .. rst-class:: classref-item-separator ---- .. _class_Physics2DDirectSpaceState_method_intersect_point: .. rst-class:: classref-method :ref:`Array` **intersect_point** **(** :ref:`Vector2` 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. \ ``metadata``: The intersecting shape's metadata. This metadata is different from :ref:`Object.get_meta`, and is set with :ref:`Physics2DServer.shape_set_data`. \ ``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:`PhysicsBody2D`\ s or :ref:`Area2D`\ s, respectively. \ **Note:** :ref:`ConcavePolygonShape2D`\ s and :ref:`CollisionPolygon2D`\ s in ``Segments`` build mode are not solid shapes. Therefore, they will not be detected. .. rst-class:: classref-item-separator ---- .. _class_Physics2DDirectSpaceState_method_intersect_point_on_canvas: .. rst-class:: classref-method :ref:`Array` **intersect_point_on_canvas** **(** :ref:`Vector2` point, :ref:`int` canvas_instance_id, :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, in a specific canvas layer given by ``canvas_instance_id``. 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 :ref:`Object.get_meta`, and is set with :ref:`Physics2DServer.shape_set_data`. \ ``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:`PhysicsBody2D`\ s or :ref:`Area2D`\ s, respectively. \ **Note:** :ref:`ConcavePolygonShape2D`\ s and :ref:`CollisionPolygon2D`\ s in ``Segments`` build mode are not solid shapes. Therefore, they will not be detected. .. rst-class:: classref-item-separator ---- .. _class_Physics2DDirectSpaceState_method_intersect_ray: .. rst-class:: classref-method :ref:`Dictionary` **intersect_ray** **(** :ref:`Vector2` from, :ref:`Vector2` to, :ref:`Array` exclude=[ ], :ref:`int` collision_layer=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. \ ``metadata``: The intersecting shape's metadata. This metadata is different from :ref:`Object.get_meta`, and is set with :ref:`Physics2DServer.shape_set_data`. \ ``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:`PhysicsBody2D`\ s or :ref:`Area2D`\ s, respectively. .. rst-class:: classref-item-separator ---- .. _class_Physics2DDirectSpaceState_method_intersect_shape: .. rst-class:: classref-method :ref:`Array` **intersect_shape** **(** :ref:`Physics2DShapeQueryParameters` shape, :ref:`int` max_results=32 **)** Checks the intersections of a shape, given through a :ref:`Physics2DShapeQueryParameters` 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. \ ``metadata``: The intersecting shape's metadata. This metadata is different from :ref:`Object.get_meta`, and is set with :ref:`Physics2DServer.shape_set_data`. \ ``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.)` .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`