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This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
35 lines
2.2 KiB
XML
35 lines
2.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PhysicsRayQueryParameters2D" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Parameters to be sent to a 2D ray physics query.
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</brief_description>
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<description>
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This class contains the ray position and other parameters to be used for [method PhysicsDirectSpaceState2D.intersect_ray].
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</description>
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<tutorials>
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</tutorials>
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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="Array" setter="set_exclude" getter="get_exclude" default="[]">
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The list of objects or object [RID]s that will be excluded from collisions.
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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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