godot/doc/classes/Physics2DShapeQueryParamete...

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="Physics2DShapeQueryParameters" inherits="Reference" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Parameters to be sent to a 2D shape physics query.
</brief_description>
<description>
This class contains the shape and other parameters for intersection/collision queries.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_collision_layer" qualifiers="const">
<return type="int">
</return>
<description>
Return the physics layer the shape belongs to.
</description>
</method>
<method name="get_exclude" qualifiers="const">
<return type="Array">
</return>
<description>
Return the list of objects, or object [RID]\ s, that will be excluded from collisions.
</description>
</method>
<method name="get_margin" qualifiers="const">
<return type="float">
</return>
<description>
Return the collision margin for the shape.
</description>
</method>
<method name="get_motion" qualifiers="const">
<return type="Vector2">
</return>
<description>
Return the current movement speed of the shape.
</description>
</method>
<method name="get_object_type_mask" qualifiers="const">
<return type="int">
</return>
<description>
Return the type of object the shape belongs to.
</description>
</method>
<method name="get_shape_rid" qualifiers="const">
<return type="RID">
</return>
<description>
Return the [RID] of the shape queried.
</description>
</method>
<method name="get_transform" qualifiers="const">
<return type="Transform2D">
</return>
<description>
Return the transform matrix of the shape queried.
</description>
</method>
<method name="set_collision_layer">
<return type="void">
</return>
<argument index="0" name="collision_layer" type="int">
</argument>
<description>
Set the physics layer the shape belongs to.
</description>
</method>
<method name="set_exclude">
<return type="void">
</return>
<argument index="0" name="exclude" type="Array">
</argument>
<description>
Set the list of objects, or object [RID]\ s, that will be excluded from collisions.
</description>
</method>
<method name="set_margin">
<return type="void">
</return>
<argument index="0" name="margin" type="float">
</argument>
<description>
Set the collision margin for the shape. A collision margin is an amount (in pixels) that the shape will grow when computing collisions, to account for numerical imprecision.
</description>
</method>
<method name="set_motion">
<return type="void">
</return>
<argument index="0" name="motion" type="Vector2">
</argument>
<description>
Set the current movement speed of the shape.
</description>
</method>
<method name="set_object_type_mask">
<return type="void">
</return>
<argument index="0" name="object_type_mask" type="int">
</argument>
<description>
Set the type of object the shape belongs to (see Physics2DDirectSpaceState.TYPE_MASK_*).
</description>
</method>
<method name="set_shape">
<return type="void">
</return>
<argument index="0" name="shape" type="Resource">
</argument>
<description>
Set the [Shape2D] that will be used for collision/intersection queries.
</description>
</method>
<method name="set_shape_rid">
<return type="void">
</return>
<argument index="0" name="shape" type="RID">
</argument>
<description>
Set the [RID] of the shape to be used in queries.
</description>
</method>
<method name="set_transform">
<return type="void">
</return>
<argument index="0" name="transform" type="Transform2D">
</argument>
<description>
Set the transormation matrix of the shape. This is necessary to set its position/rotation/scale.
</description>
</method>
</methods>
<constants>
</constants>
</class>