godot/doc/classes/PhysicsShapeQueryParameters2D.xml
Rémi Verschelde 81064cc239
Doctool: Remove version attribute from XML header
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).
2023-07-06 10:08:21 +02:00

69 lines
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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsShapeQueryParameters2D" inherits="RefCounted" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Provides parameters for [method PhysicsDirectSpaceState2D.intersect_shape].
</brief_description>
<description>
By changing various properties of this object, such as the shape, you can configure the parameters for [method PhysicsDirectSpaceState2D.intersect_shape].
</description>
<tutorials>
</tutorials>
<members>
<member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false">
If [code]true[/code], the query will take [Area2D]s into account.
</member>
<member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true">
If [code]true[/code], the query will take [PhysicsBody2D]s into account.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295">
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.
</member>
<member name="exclude" type="RID[]" setter="set_exclude" getter="get_exclude" default="[]">
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.
</member>
<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0">
The collision margin for the shape.
</member>
<member name="motion" type="Vector2" setter="set_motion" getter="get_motion" default="Vector2(0, 0)">
The motion of the shape being queried for.
</member>
<member name="shape" type="Resource" setter="set_shape" getter="get_shape">
The [Shape2D] 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].
</member>
<member name="shape_rid" type="RID" setter="set_shape_rid" getter="get_shape_rid" default="RID()">
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:
[codeblocks]
[gdscript]
var shape_rid = PhysicsServer2D.circle_shape_create()
var radius = 64
PhysicsServer2D.shape_set_data(shape_rid, radius)
var params = PhysicsShapeQueryParameters2D.new()
params.shape_rid = shape_rid
# Execute physics queries here...
# Release the shape when done with physics queries.
PhysicsServer2D.free_rid(shape_rid)
[/gdscript]
[csharp]
RID shapeRid = PhysicsServer2D.CircleShapeCreate();
int radius = 64;
PhysicsServer2D.ShapeSetData(shapeRid, radius);
var params = new PhysicsShapeQueryParameters2D();
params.ShapeRid = shapeRid;
// Execute physics queries here...
// Release the shape when done with physics queries.
PhysicsServer2D.FreeRid(shapeRid);
[/csharp]
[/codeblocks]
</member>
<member name="transform" type="Transform2D" setter="set_transform" getter="get_transform" default="Transform2D(1, 0, 0, 1, 0, 0)">
The queried shape's transform matrix.
</member>
</members>
</class>