Documentation
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Overview ¶
Package PhysicsDirectSpaceState3D provides methods for working with PhysicsDirectSpaceState3D object instances.
Index ¶
- type Advanced
- type Any
- type Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsPhysicsDirectSpaceState3D() Instance
- func (self Instance) CastMotion(parameters [1]gdclass.PhysicsShapeQueryParameters3D) []float32
- func (self Instance) CollideShape(parameters [1]gdclass.PhysicsShapeQueryParameters3D) []Vector3.XYZ
- func (self Instance) GetRestInfo(parameters [1]gdclass.PhysicsShapeQueryParameters3D) PhysicsDirectSpaceState3D_RestInfo
- func (self Instance) IntersectPoint(parameters [1]gdclass.PhysicsPointQueryParameters3D) []PhysicsDirectSpaceState3D_Intersection
- func (self Instance) IntersectRay(parameters [1]gdclass.PhysicsRayQueryParameters3D) PhysicsDirectSpaceState3D_Intersection
- func (self Instance) IntersectShape(parameters [1]gdclass.PhysicsShapeQueryParameters3D) []PhysicsDirectSpaceState3D_Intersection
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) Virtual(name string) reflect.Value
- type PhysicsDirectSpaceState3D_Intersection
- type PhysicsDirectSpaceState3D_RestInfo
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Instance ¶
type Instance [1]gdclass.PhysicsDirectSpaceState3D
Provides direct access to a physics space in the [PhysicsServer3D]. It's used mainly to do queries against objects and areas residing in a given space.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AsPhysicsDirectSpaceState3D ¶
func (Instance) CastMotion ¶
func (self Instance) CastMotion(parameters [1]gdclass.PhysicsShapeQueryParameters3D) []float32
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 [code][1.0, 1.0][/code] will be returned. [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.
func (Instance) CollideShape ¶
func (self Instance) CollideShape(parameters [1]gdclass.PhysicsShapeQueryParameters3D) []Vector3.XYZ
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. 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. [b]Note:[/b] This method does not take into account the [code]motion[/code] property of the object.
func (Instance) GetRestInfo ¶
func (self Instance) GetRestInfo(parameters [1]gdclass.PhysicsShapeQueryParameters3D) PhysicsDirectSpaceState3D_RestInfo
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: [code]collider_id[/code]: The colliding object's ID. [code]linear_velocity[/code]: The colliding object's velocity [Vector3]. If the object is an [Area3D], the result is [code](0, 0, 0)[/code]. [code]normal[/code]: The object's surface normal at the intersection point. [code]point[/code]: The intersection point. [code]rid[/code]: The intersecting object's [RID]. [code]shape[/code]: The shape index of the colliding shape. If the shape did not intersect anything, then an empty dictionary is returned instead. [b]Note:[/b] This method does not take into account the [code]motion[/code] property of the object.
func (Instance) IntersectPoint ¶
func (self Instance) IntersectPoint(parameters [1]gdclass.PhysicsPointQueryParameters3D) []PhysicsDirectSpaceState3D_Intersection
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: [code]collider[/code]: The colliding object. [code]collider_id[/code]: The colliding object's ID. [code]rid[/code]: The intersecting object's [RID]. [code]shape[/code]: The shape index of the colliding shape. The number of intersections can be limited with the [param max_results] parameter, to reduce the processing time.
func (Instance) IntersectRay ¶
func (self Instance) IntersectRay(parameters [1]gdclass.PhysicsRayQueryParameters3D) PhysicsDirectSpaceState3D_Intersection
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: [code]collider[/code]: The colliding object. [code]collider_id[/code]: The colliding object's ID. [code]normal[/code]: The object's surface normal at the intersection point, or [code]Vector3(0, 0, 0)[/code] if the ray starts inside the shape and [member PhysicsRayQueryParameters3D.hit_from_inside] is [code]true[/code]. [code]position[/code]: The intersection point. [code]face_index[/code]: The face index at the intersection point. [b]Note:[/b] Returns a valid number only if the intersected shape is a [ConcavePolygonShape3D]. Otherwise, [code]-1[/code] is returned. [code]rid[/code]: The intersecting object's [RID]. [code]shape[/code]: The shape index of the colliding shape. If the ray did not intersect anything, then an empty dictionary is returned instead.
func (Instance) IntersectShape ¶
func (self Instance) IntersectShape(parameters [1]gdclass.PhysicsShapeQueryParameters3D) []PhysicsDirectSpaceState3D_Intersection
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: [code]collider[/code]: The colliding object. [code]collider_id[/code]: The colliding object's ID. [code]rid[/code]: The intersecting object's [RID]. [code]shape[/code]: The shape index of the colliding shape. The number of intersections can be limited with the [param max_results] parameter, to reduce the processing time. [b]Note:[/b] This method does not take into account the [code]motion[/code] property of the object.
func (*Instance) UnsafePointer ¶
type PhysicsDirectSpaceState3D_Intersection ¶
type PhysicsDirectSpaceState3D_Intersection struct { Collider Object.Instance `gd:"collider"` ColliderID Object.ID `gd:"collider_id"` Normal struct { X float32 Y float32 Z float32 } `gd:"normal"` Position struct { X float32 Y float32 Z float32 } `gd:"position"` FaceIndex int `gd:"face_index"` RID RID.Any `gd:"rid"` Shape int `gd:"shape"` }
type PhysicsDirectSpaceState3D_RestInfo ¶
type PhysicsDirectSpaceState3D_RestInfo struct { ColliderID Object.ID `gd:"collider_id"` LinearVelocity struct { X float32 Y float32 Z float32 } `gd:"linear_velocity"` Normal struct { X float32 Y float32 Z float32 } `gd:"normal"` Point struct { X float32 Y float32 Z float32 } `gd:"point"` RID RID.Any `gd:"rid"` Shape int `gd:"shape"` }