mirror of
https://github.com/godotengine/godot.git
synced 2024-12-09 10:09:20 +08:00
51 lines
2.9 KiB
XML
51 lines
2.9 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="PhysicsRayQueryParameters2D" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
|
|
<brief_description>
|
|
Parameters to be sent to a 2D ray physics query.
|
|
</brief_description>
|
|
<description>
|
|
This class contains the ray position and other parameters to be used 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="Array" 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="Array" setter="set_exclude" getter="get_exclude" default="[]">
|
|
The list of objects or object [RID]s that will be excluded from collisions.
|
|
</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>
|