godot/doc/classes/PhysicsShapeQueryParameters2D.xml
Rémi Verschelde 1c1524a651
Bump version to 4.1-dev
Can't stop, won't stop, they said, huh?
2023-03-01 01:44:37 +01:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsShapeQueryParameters2D" inherits="RefCounted" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Parameters to be sent to a 2D shape physics query.
</brief_description>
<description>
This class contains the shape and other parameters for [PhysicsDirectSpaceState2D] intersection/collision queries.
</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">
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>