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			Includes: * MarginContainer * NavigationPolygon * Node * NodePath * OS * PackedByteArray * PackedScene * PacketPeerUDP * PCKPacker * Performance * PhysicsShapeQueryParameters2D * PhysicsShapeQueryParameters3D * PrimitiveMesh * ProjectSettings Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
		
			
				
	
	
		
			72 lines
		
	
	
	
		
			3.3 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
			
		
		
	
	
			72 lines
		
	
	
	
		
			3.3 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
| <?xml version="1.0" encoding="UTF-8" ?>
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| <class name="PhysicsShapeQueryParameters2D" inherits="Reference" version="4.0">
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| 	<brief_description>
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| 		Parameters to be sent to a 2D shape physics query.
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| 	</brief_description>
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| 	<description>
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| 		This class contains the shape and other parameters for 2D intersection/collision queries. See also [PhysicsShapeQueryResult2D].
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| 	</description>
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| 	<tutorials>
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| 	</tutorials>
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| 	<methods>
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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 [Area2D]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 [PhysicsBody2D]s into account.
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| 		</member>
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| 		<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="2147483647">
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| 			The physics layer(s) the query will take into account (as a bitmask). See [url=https://docs.godotengine.org/en/latest/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="Array" setter="set_exclude" getter="get_exclude" default="[  ]">
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| 			The list of objects or object [RID]s that will be excluded from collisions.
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| 		</member>
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| 		<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0">
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| 			The collision margin for the shape.
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| 		</member>
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| 		<member name="motion" type="Vector2" setter="set_motion" getter="get_motion" default="Vector2( 0, 0 )">
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| 			The motion of the shape being queried for.
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| 		</member>
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| 		<member name="shape" type="Resource" setter="set_shape" getter="get_shape">
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| 			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].
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| 		</member>
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| 		<member name="shape_rid" type="RID" setter="set_shape_rid" getter="get_shape_rid">
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| 			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:
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| 				[codeblocks]
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| 				[gdscript]
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| 				var shape_rid = PhysicsServer2D.circle_shape_create()
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| 				var radius = 64
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| 				PhysicsServer2D.shape_set_data(shape_rid, radius)
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| 
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| 				var params = PhysicsShapeQueryParameters2D.new()
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| 				params.shape_rid = shape_rid
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| 
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| 				# Execute physics queries here...
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| 
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| 				# Release the shape when done with physics queries.
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| 				PhysicsServer2D.free_rid(shape_rid)
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| 				[/gdscript]
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| 				[csharp]
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| 				RID shapeRid = PhysicsServer2D.CircleShapeCreate();
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| 				int radius = 64;
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| 				PhysicsServer2D.ShapeSetData(shapeRid, radius);
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| 
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| 				var params = new PhysicsShapeQueryParameters2D();
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| 				params.ShapeRid = shapeRid;
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| 
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| 				// Execute physics queries here...
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| 
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| 				// Release the shape when done with physics queries.
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| 				PhysicsServer2D.FreeRid(shapeRid);
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| 				[/csharp]
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| 				[/codeblocks]
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| 		</member>
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| 		<member name="transform" type="Transform2D" setter="set_transform" getter="get_transform" default="Transform2D( 1, 0, 0, 1, 0, 0 )">
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| 			The queried shape's transform matrix.
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| 		</member>
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| 	</members>
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| 	<constants>
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| 	</constants>
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| </class>
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