mirror of
https://github.com/godotengine/godot
synced 2024-11-05 16:53:09 +00:00
356a2b7235
- Fixes Godot physics failing when the cast Shape is inside of, or already colliding with another Shape. - Fixes Bullet physics failing when there is no motion. - Ensures Godot and Bullet physics behave the same. - Updates the documentation to exclude the caveats for the failures and differences.
99 lines
5.4 KiB
XML
99 lines
5.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PhysicsDirectSpaceState3D" inherits="Object" version="4.0">
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<brief_description>
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Direct access object to a space in the [PhysicsServer3D].
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</brief_description>
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<description>
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Direct access object to a space in the [PhysicsServer3D]. 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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<link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
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</tutorials>
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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="PhysicsShapeQueryParameters3D">
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</argument>
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<argument index="1" name="motion" type="Vector3">
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</argument>
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<description>
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Checks how far a [Shape3D] can move without colliding. All the parameters for the query, including the shape, are supplied through a [PhysicsShapeQueryParameters3D] object.
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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 [code][1.0, 1.0][/code] will be returned.
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[b]Note:[/b] Any [Shape3D]s that the shape is already colliding with e.g. inside of, will be ignored. Use [method collide_shape] to determine the [Shape3D]s that the shape is already colliding with.
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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="PhysicsShapeQueryParameters3D">
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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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Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters3D] 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="PhysicsShapeQueryParameters3D">
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</argument>
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<description>
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Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters3D] 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:
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[code]collider_id[/code]: The colliding object's ID.
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[code]linear_velocity[/code]: The colliding object's velocity [Vector3]. If the object is an [Area3D], the result is [code](0, 0, 0)[/code].
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[code]normal[/code]: The object's surface normal at the intersection point.
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[code]point[/code]: The intersection point.
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[code]rid[/code]: The intersecting object's [RID].
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[code]shape[/code]: The shape index of the colliding shape.
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If the shape did not intersect anything, then an empty dictionary is returned instead.
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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="Vector3">
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</argument>
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<argument index="1" name="to" type="Vector3">
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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_mask" type="int" default="2147483647">
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</argument>
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<argument index="4" name="collide_with_bodies" type="bool" default="true">
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</argument>
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<argument index="5" name="collide_with_areas" type="bool" default="false">
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</argument>
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<description>
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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.
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[code]collider_id[/code]: The colliding object's ID.
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[code]normal[/code]: The object's surface normal at the intersection point.
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[code]position[/code]: The intersection point.
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[code]rid[/code]: The intersecting object's [RID].
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[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.
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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 [PhysicsBody3D]s or [Area3D]s, respectively.
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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="PhysicsShapeQueryParameters3D">
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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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Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters3D] object, against the space. The intersected shapes are returned in an array containing dictionaries with the following fields:
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[code]collider[/code]: The colliding object.
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[code]collider_id[/code]: The colliding object's ID.
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[code]rid[/code]: The intersecting object's [RID].
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[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.
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</description>
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</method>
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</methods>
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<constants>
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</constants>
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</class>
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