mirror of
https://github.com/godotengine/godot
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989acbbe81
- Back to 1-based layer names to make it clearer in editor UI - Layer bit accessors are renamed to layer value and 1-based too - Uniform errors and documentation in render and physics - Fix a few remaining collision_layer used in place of collision_mask
69 lines
3.2 KiB
XML
69 lines
3.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PhysicsShapeQueryParameters3D" inherits="RefCounted" version="4.0">
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<brief_description>
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Parameters to be sent to a 3D shape physics query.
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</brief_description>
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<description>
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This class contains the shape and other parameters for 3D intersection/collision queries.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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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 [Area3D]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 [PhysicsBody3D]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="2147483647">
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The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=https://docs.godotengine.org/en/latest/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="margin" type="float" setter="set_margin" getter="get_margin" default="0.0">
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The collision margin for the shape.
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</member>
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<member name="shape" type="Resource" setter="set_shape" getter="get_shape">
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The [Shape3D] that will be used for collision/intersection queries. This stores the actual reference which avoids the shape to be released while being used for queries, so always prefer using this over [member shape_rid].
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</member>
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<member name="shape_rid" type="RID" setter="set_shape_rid" getter="get_shape_rid">
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The queried shape's [RID] that will be used for collision/intersection queries. Use this over [member shape] if you want to optimize for performance using the Servers API:
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[codeblocks]
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[gdscript]
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var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)
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var radius = 2.0
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PhysicsServer3D.shape_set_data(shape_rid, radius)
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var params = PhysicsShapeQueryParameters3D.new()
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params.shape_rid = shape_rid
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# Execute physics queries here...
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# Release the shape when done with physics queries.
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PhysicsServer3D.free_rid(shape_rid)
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[/gdscript]
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[csharp]
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RID shapeRid = PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);
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float radius = 2.0f;
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PhysicsServer3D.ShapeSetData(shapeRid, radius);
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var params = new PhysicsShapeQueryParameters3D();
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params.ShapeRid = shapeRid;
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// Execute physics queries here...
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// Release the shape when done with physics queries.
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PhysicsServer3D.FreeRid(shapeRid);
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[/csharp]
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[/codeblocks]
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</member>
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<member name="transform" type="Transform3D" setter="set_transform" getter="get_transform" default="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)">
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The queried shape's transform matrix.
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</member>
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</members>
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<constants>
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</constants>
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</class>
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