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			53 lines
		
	
	
	
		
			3.4 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
			
		
		
	
	
			53 lines
		
	
	
	
		
			3.4 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PhysicsRayQueryParameters3D" inherits="RefCounted" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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	<brief_description>
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		Provides parameters for [method PhysicsDirectSpaceState3D.intersect_ray].
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	</brief_description>
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	<description>
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		By changing various properties of this object, such as the ray position, you can configure the parameters for [method PhysicsDirectSpaceState3D.intersect_ray].
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	</description>
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	<tutorials>
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	</tutorials>
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	<methods>
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		<method name="create" qualifiers="static">
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			<return type="PhysicsRayQueryParameters3D" />
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			<param index="0" name="from" type="Vector3" />
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			<param index="1" name="to" type="Vector3" />
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			<param index="2" name="collision_mask" type="int" default="4294967295" />
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			<param index="3" name="exclude" type="RID[]" default="[]" />
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			<description>
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				Returns a new, pre-configured [PhysicsRayQueryParameters3D] object. Use it to quickly create query parameters using the most common options.
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				[codeblock]
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				var query = PhysicsRayQueryParameters3D.create(position, position + Vector3(0, -10, 0))
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				var collision = get_world_3d().direct_space_state.intersect_ray(query)
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				[/codeblock]
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			</description>
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		</method>
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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="4294967295">
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			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.
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		</member>
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		<member name="exclude" type="RID[]" setter="set_exclude" getter="get_exclude" default="[]">
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			The list of object [RID]s that will be excluded from collisions. Use [method CollisionObject3D.get_rid] to get the [RID] associated with a [CollisionObject3D]-derived node.
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		</member>
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		<member name="from" type="Vector3" setter="set_from" getter="get_from" default="Vector3(0, 0, 0)">
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			The starting point of the ray being queried for, in global coordinates.
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		</member>
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		<member name="hit_back_faces" type="bool" setter="set_hit_back_faces" getter="is_hit_back_faces_enabled" default="true">
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			If [code]true[/code], the query will hit back faces with concave polygon shapes with back face enabled or heightmap shapes.
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		</member>
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		<member name="hit_from_inside" type="bool" setter="set_hit_from_inside" getter="is_hit_from_inside_enabled" default="false">
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			If [code]true[/code], the query will detect a hit when starting inside shapes. In this case the collision normal will be [code]Vector3(0, 0, 0)[/code]. Does not affect concave polygon shapes or heightmap shapes.
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		</member>
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		<member name="to" type="Vector3" setter="set_to" getter="get_to" default="Vector3(0, 0, 0)">
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			The ending point of the ray being queried for, in global coordinates.
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		</member>
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	</members>
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</class>
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