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<?xml version="1.0" encoding="UTF-8" ?>
<class name= "PhysicsRayQueryParameters3D" inherits= "RefCounted" version= "4.0" >
<brief_description >
Parameters to be sent to a 3D ray physics query.
</brief_description>
<description >
This class contains the ray position and other parameters to be used for [method PhysicsDirectSpaceState3D.intersect_ray].
</description>
<tutorials >
</tutorials>
<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 [Area3D]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 [PhysicsBody3D]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=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.
</member>
<member name= "exclude" type= "Array" setter= "set_exclude" getter= "get_exclude" default= "[]" >
The list of objects or object [RID]s that will be excluded from collisions.
</member>
<member name= "from" type= "Vector3" setter= "set_from" getter= "get_from" default= "Vector3(0, 0, 0)" >
The starting point of the ray being queried for, in global coordinates.
</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" >
If [code]true[/code], the query will hit back faces with concave polygon shapes with back face enabled or heightmap shapes.
</member>
<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]Vector3(0, 0, 0)[/code]. Does not affect concave polygon shapes or heightmap shapes.
</member>
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<member name= "to" type= "Vector3" setter= "set_to" getter= "get_to" default= "Vector3(0, 0, 0)" >
The ending point of the ray being queried for, in global coordinates.
</member>
</members>
</class>