godot/doc/classes/PhysicsPointQueryParameters2D.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsPointQueryParameters2D" 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 point physics query.
</brief_description>
<description>
This class contains the position and other parameters to be used for [method PhysicsDirectSpaceState2D.intersect_point].
</description>
<tutorials>
</tutorials>
<members>
<member name="canvas_instance_id" type="int" setter="set_canvas_instance_id" getter="get_canvas_instance_id" default="0">
If different from [code]0[/code], restricts the query to a specific canvas layer specified by its instance id. See [method Object.get_instance_id].
</member>
<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>
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<member name="exclude" type="RID[]" setter="set_exclude" getter="get_exclude" default="[]">
The list of objects or object [RID]s that will be excluded from collisions.
</member>
<member name="position" type="Vector2" setter="set_position" getter="get_position" default="Vector2(0, 0)">
The position being queried for, in global coordinates.
</member>
</members>
</class>