/** * Direct access object to a space in the [PhysicsServer]. It's used mainly to do queries against objects and areas residing in a given space. * */ declare class PhysicsDirectSpaceState extends Object { /** * Direct access object to a space in the [PhysicsServer]. It's used mainly to do queries against objects and areas residing in a given space. * */ new(): PhysicsDirectSpaceState; static "new"(): PhysicsDirectSpaceState /** * Checks how far a [Shape] can move without colliding. All the parameters for the query, including the shape, are supplied through a [PhysicsShapeQueryParameters] 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 [Shape]s that the shape is already colliding with e.g. inside of, will be ignored. Use [method collide_shape] to determine the [Shape]s that the shape is already colliding with. * */ cast_motion(shape: PhysicsShapeQueryParameters, motion: Vector3): any[]; /** Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters] 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. */ collide_shape(shape: PhysicsShapeQueryParameters, max_results?: int): any[]; /** * Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters] 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 [Area], 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. * */ get_rest_info(shape: PhysicsShapeQueryParameters): Dictionary; /** * Checks whether a point is inside any solid 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. * * `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. * * Additionally, the method can take an `exclude` array of objects or [RID]s 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 [PhysicsBody]s or [Area]s, respectively. * */ intersect_point(point: Vector3, max_results?: int, exclude?: any[], collision_layer?: int, collide_with_bodies?: boolean, collide_with_areas?: boolean): any[]; /** * 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. * * `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 [RID]s 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 [PhysicsBody]s or [Area]s, respectively. * */ intersect_ray(from: Vector3, to: Vector3, exclude?: any[], collision_mask?: int, collide_with_bodies?: boolean, collide_with_areas?: boolean): Dictionary; /** * Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters] 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. * */ intersect_shape(shape: PhysicsShapeQueryParameters, max_results?: int): any[]; connect>(signal: T, method: SignalFunction): number; }