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We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
51 lines
3.1 KiB
XML
51 lines
3.1 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PhysicsRayQueryParameters2D" inherits="RefCounted" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Provides parameters for [method PhysicsDirectSpaceState2D.intersect_ray].
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</brief_description>
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<description>
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By changing various properties of this object, such as the ray position, you can configure the parameters for [method PhysicsDirectSpaceState2D.intersect_ray].
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="create" qualifiers="static">
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<return type="PhysicsRayQueryParameters2D" />
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<param index="0" name="from" type="Vector2" />
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<param index="1" name="to" type="Vector2" />
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<param index="2" name="collision_mask" type="int" default="4294967295" />
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<param index="3" name="exclude" type="RID[]" default="[]" />
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<description>
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Returns a new, pre-configured [PhysicsRayQueryParameters2D] object. Use it to quickly create query parameters using the most common options.
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[codeblock]
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var query = PhysicsRayQueryParameters2D.create(global_position, global_position + Vector2(0, 100))
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var collision = get_world_2d().direct_space_state.intersect_ray(query)
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[/codeblock]
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</description>
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</method>
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</methods>
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<members>
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<member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false">
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If [code]true[/code], the query will take [Area2D]s into account.
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</member>
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<member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true">
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If [code]true[/code], the query will take [PhysicsBody2D]s into account.
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295">
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The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
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</member>
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<member name="exclude" type="RID[]" setter="set_exclude" getter="get_exclude" default="[]">
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The list of object [RID]s that will be excluded from collisions. Use [method CollisionObject2D.get_rid] to get the [RID] associated with a [CollisionObject2D]-derived node.
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</member>
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<member name="from" type="Vector2" setter="set_from" getter="get_from" default="Vector2(0, 0)">
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The starting point of the ray being queried for, in global coordinates.
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</member>
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<member name="hit_from_inside" type="bool" setter="set_hit_from_inside" getter="is_hit_from_inside_enabled" default="false">
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If [code]true[/code], the query will detect a hit when starting inside shapes. In this case the collision normal will be [code]Vector2(0, 0)[/code]. Does not affect concave polygon shapes.
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</member>
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<member name="to" type="Vector2" setter="set_to" getter="get_to" default="Vector2(0, 0)">
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The ending point of the ray being queried for, in global coordinates.
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</member>
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</members>
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</class>
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