PhysicsDirectSpaceState3D

Inherits: Object

Direct access object to a space in the PhysicsServer3D.

Description

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.

Method Descriptions

Checks how far a Shape3D can move without colliding. All the parameters for the query, including the shape, are supplied through a PhysicsShapeQueryParameters3D 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 Shape3Ds that the shape is already colliding with e.g. inside of, will be ignored. Use collide_shape to determine the Shape3Ds that the shape is already colliding with.


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 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 PhysicsShapeQueryParameters3D object, second one is in the collided shape from the physics space.

Note: This method does not take into account the motion property of the object.


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:

collider_id: The colliding object's ID.

linear_velocity: The colliding object's velocity Vector3. If the object is an Area3D, the result is (0, 0, 0).

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.

Note: This method does not take into account the motion property of the object.


Checks whether a point is inside any solid shape. Position and other parameters are defined through PhysicsPointQueryParameters3D. 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.

rid: The intersecting object's 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.


Intersects a ray in a given space. Ray position and other parameters are defined through PhysicsRayQueryParameters3D. The returned object is a dictionary with the following fields:

collider: The colliding object.

collider_id: The colliding object's ID.

normal: The object's surface normal at the intersection point, or Vector3(0, 0, 0) if the ray starts inside the shape and PhysicsRayQueryParameters3D.hit_from_inside is true.

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.


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:

collider: The colliding object.

collider_id: The colliding object's ID.

rid: The intersecting object's 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.

Note: This method does not take into account the motion property of the object.