2021-11-02 01:00:58 +00:00
<?xml version="1.0" encoding="UTF-8" ?>
2023-03-01 00:44:37 +00:00
<class name= "PhysicsRayQueryParameters2D" inherits= "RefCounted" version= "4.1" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
2021-11-02 01:00:58 +00:00
<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>
2022-06-10 21:37:04 +00:00
<methods >
<method name= "create" qualifiers= "static" >
<return type= "PhysicsRayQueryParameters2D" />
2022-08-06 18:11:48 +00:00
<param index= "0" name= "from" type= "Vector2" />
<param index= "1" name= "to" type= "Vector2" />
<param index= "2" name= "collision_mask" type= "int" default= "4294967295" />
2022-08-31 17:24:04 +00:00
<param index= "3" name= "exclude" type= "RID[]" default= "[]" />
2022-06-10 21:37:04 +00:00
<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>
2021-11-02 01:00:58 +00:00
<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" >
2021-11-15 09:43:07 +00:00
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.
2021-11-02 01:00:58 +00:00
</member>
2022-08-31 17:24:04 +00:00
<member name= "exclude" type= "RID[]" setter= "set_exclude" getter= "get_exclude" default= "[]" >
2022-11-23 17:32:30 +00:00
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.
2021-11-02 01:00:58 +00:00
</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>
2021-11-10 22:57:11 +00:00
<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>
2021-11-02 01:00:58 +00:00
<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>