Direct access object to a space in the Physics2DServer.
    public abstract class Physics2DDirectSpaceState : Object

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.

Inheritance Chain

Methods

    public Godot.Collections.Array CastMotion(Physics2DShapeQueryParameters shape)

Checks how far the shape can travel toward a point. Note that both the shape and the motion are supplied through a Physics2DShapeQueryParameters object. 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 array will be empty.

    public Godot.Collections.Array CollideShape(Physics2DShapeQueryParameters shape, int maxResults = 32)

Checks 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 IntersectShape(Godot.Physics2DShapeQueryParameters, int), the number of returned results can be limited to save processing time.

    public Dictionary GetRestInfo(Physics2DShapeQueryParameters shape)

Checks the intersections of a shape, given through a Physics2DShapeQueryParameters object, against the space. If it collides with more than one shape, the nearest one is selected. Note that 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 Vector2. If the object is an Area2D, the result is (0, 0).

metadata: The intersecting shape’s metadata. This metadata is different from Object.GetMeta(string), and is set with Physics2DServer.ShapeSetData(Godot.RID, object).

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.

    public Godot.Collections.Array IntersectPoint(Vector2 point, int maxResults = 32, Godot.Collections.Array exclude = null, int collisionLayer = int.MaxValue, bool collideWithBodies = true, bool collideWithAreas = false)

Checks 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:

collider: The colliding object.

collider_id: The colliding object’s ID.

metadata: The intersecting shape’s metadata. This metadata is different from Object.GetMeta(string), and is set with Physics2DServer.ShapeSetData(Godot.RID, object).

rid: The intersecting object’s RID.

shape: The shape index of the colliding shape.

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.

    public Godot.Collections.Array IntersectPointOnCanvas(Vector2 point, int canvasInstanceId, int maxResults = 32, Godot.Collections.Array exclude = null, int collisionLayer = int.MaxValue, bool collideWithBodies = true, bool collideWithAreas = false)

    public Dictionary IntersectRay(Vector2 from, Vector2 to, Godot.Collections.Array exclude = null, int collisionLayer = int.MaxValue, bool collideWithBodies = true, bool collideWithAreas = 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 Object.GetMeta(string), and is set with Physics2DServer.ShapeSetData(Godot.RID, object).

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.

    public Godot.Collections.Array IntersectShape(Physics2DShapeQueryParameters shape, int maxResults = 32)

Checks the intersections of a shape, given through a Physics2DShapeQueryParameters object, against the space. Note that this method does not take into account the motion property of the object. 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 Object.GetMeta(string), and is set with Physics2DServer.ShapeSetData(Godot.RID, object).

rid: The intersecting object’s RID.

shape: The shape index of the colliding shape.

The number of intersections can be limited with the maxResults parameter, to reduce the processing time.

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