<?xml version="1.0" encoding="UTF-8" ?> <class name="PhysicsShapeQueryParameters2D" inherits="RefCounted" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Provides parameters for [method PhysicsDirectSpaceState2D.intersect_shape]. </brief_description> <description> By changing various properties of this object, such as the shape, you can configure the parameters for [method PhysicsDirectSpaceState2D.intersect_shape]. </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 [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> <member name="exclude" type="RID[]" setter="set_exclude" getter="get_exclude" default="[]"> 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. </member> <member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0"> The collision margin for the shape. </member> <member name="motion" type="Vector2" setter="set_motion" getter="get_motion" default="Vector2(0, 0)"> The motion of the shape being queried for. </member> <member name="shape" type="Resource" setter="set_shape" getter="get_shape"> 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]. </member> <member name="shape_rid" type="RID" setter="set_shape_rid" getter="get_shape_rid" default="RID()"> 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: [codeblocks] [gdscript] var shape_rid = PhysicsServer2D.circle_shape_create() var radius = 64 PhysicsServer2D.shape_set_data(shape_rid, radius) var params = PhysicsShapeQueryParameters2D.new() params.shape_rid = shape_rid # Execute physics queries here... # Release the shape when done with physics queries. PhysicsServer2D.free_rid(shape_rid) [/gdscript] [csharp] RID shapeRid = PhysicsServer2D.CircleShapeCreate(); int radius = 64; PhysicsServer2D.ShapeSetData(shapeRid, radius); var params = new PhysicsShapeQueryParameters2D(); params.ShapeRid = shapeRid; // Execute physics queries here... // Release the shape when done with physics queries. PhysicsServer2D.FreeRid(shapeRid); [/csharp] [/codeblocks] </member> <member name="transform" type="Transform2D" setter="set_transform" getter="get_transform" default="Transform2D(1, 0, 0, 1, 0, 0)"> The queried shape's transform matrix. </member> </members> </class>