26bd432707
The default mask for queries was 0, 0x7FFFFFFF or 0xFFFFFFFF depending on the cases. Now always using 0xFFFFFFFF (in the form of UINT32_MAX to make it clear) in order to use all layers by default.
73 lines
3.3 KiB
XML
73 lines
3.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PhysicsShapeQueryParameters2D" inherits="RefCounted" version="4.0">
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<brief_description>
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Parameters to be sent to a 2D shape physics query.
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</brief_description>
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<description>
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This class contains the shape and other parameters for 2D intersection/collision queries.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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</methods>
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<members>
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<member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false">
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If [code]true[/code], the query will take [Area2D]s into account.
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</member>
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<member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true">
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If [code]true[/code], the query will take [PhysicsBody2D]s into account.
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295">
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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.
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</member>
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<member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[]">
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The list of objects or object [RID]s that will be excluded from collisions.
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</member>
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<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0">
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The collision margin for the shape.
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</member>
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<member name="motion" type="Vector2" setter="set_motion" getter="get_motion" default="Vector2(0, 0)">
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The motion of the shape being queried for.
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</member>
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<member name="shape" type="Resource" setter="set_shape" getter="get_shape">
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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].
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</member>
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<member name="shape_rid" type="RID" setter="set_shape_rid" getter="get_shape_rid">
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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:
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[codeblocks]
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[gdscript]
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var shape_rid = PhysicsServer2D.circle_shape_create()
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var radius = 64
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PhysicsServer2D.shape_set_data(shape_rid, radius)
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var params = PhysicsShapeQueryParameters2D.new()
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params.shape_rid = shape_rid
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# Execute physics queries here...
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# Release the shape when done with physics queries.
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PhysicsServer2D.free_rid(shape_rid)
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[/gdscript]
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[csharp]
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RID shapeRid = PhysicsServer2D.CircleShapeCreate();
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int radius = 64;
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PhysicsServer2D.ShapeSetData(shapeRid, radius);
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var params = new PhysicsShapeQueryParameters2D();
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params.ShapeRid = shapeRid;
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// Execute physics queries here...
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// Release the shape when done with physics queries.
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PhysicsServer2D.FreeRid(shapeRid);
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[/csharp]
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[/codeblocks]
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</member>
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<member name="transform" type="Transform2D" setter="set_transform" getter="get_transform" default="Transform2D(1, 0, 0, 1, 0, 0)">
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The queried shape's transform matrix.
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</member>
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</members>
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<constants>
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</constants>
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</class>
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