Attention: Here be dragons
This is the
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Inherited By: PhysicsDirectSpaceState2DExtension
Provides direct access to a physics space in the PhysicsServer2D.
Provides direct access to a physics space in the PhysicsServer2D. It's used mainly to do queries against objects and areas residing in a given space.
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.
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 intersect_shape, the number of returned results can be limited to save processing time.
Returned points are a list of pairs of contact points. For each pair the first one is in the shape passed in PhysicsShapeQueryParameters2D object, second one is in the collided shape from the physics space.
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.
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.
normal: The object's surface normal at the intersection point.
point: The intersection point.
rid: The intersecting object's RID.