mirror of
https://github.com/godotengine/godot.git
synced 2024-12-03 09:52:18 +08:00
81064cc239
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" ?>
|
|
<class name="PhysicsRayQueryParameters2D" inherits="RefCounted" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
|
|
<brief_description>
|
|
Provides parameters for [method PhysicsDirectSpaceState2D.intersect_ray].
|
|
</brief_description>
|
|
<description>
|
|
By changing various properties of this object, such as the ray position, you can configure the parameters for [method PhysicsDirectSpaceState2D.intersect_ray].
|
|
</description>
|
|
<tutorials>
|
|
</tutorials>
|
|
<methods>
|
|
<method name="create" qualifiers="static">
|
|
<return type="PhysicsRayQueryParameters2D" />
|
|
<param index="0" name="from" type="Vector2" />
|
|
<param index="1" name="to" type="Vector2" />
|
|
<param index="2" name="collision_mask" type="int" default="4294967295" />
|
|
<param index="3" name="exclude" type="RID[]" default="[]" />
|
|
<description>
|
|
Returns a new, pre-configured [PhysicsRayQueryParameters2D] object. Use it to quickly create query parameters using the most common options.
|
|
[codeblock]
|
|
var query = PhysicsRayQueryParameters2D.create(global_position, global_position + Vector2(0, 100))
|
|
var collision = get_world_2d().direct_space_state.intersect_ray(query)
|
|
[/codeblock]
|
|
</description>
|
|
</method>
|
|
</methods>
|
|
<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="from" type="Vector2" setter="set_from" getter="get_from" default="Vector2(0, 0)">
|
|
The starting point of the ray being queried for, in global coordinates.
|
|
</member>
|
|
<member name="hit_from_inside" type="bool" setter="set_hit_from_inside" getter="is_hit_from_inside_enabled" default="false">
|
|
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.
|
|
</member>
|
|
<member name="to" type="Vector2" setter="set_to" getter="get_to" default="Vector2(0, 0)">
|
|
The ending point of the ray being queried for, in global coordinates.
|
|
</member>
|
|
</members>
|
|
</class>
|