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@@ -58,7 +58,8 @@
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[code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].
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[code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].
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[code]rid[/code]: The intersecting object's [RID].
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[code]rid[/code]: The intersecting object's [RID].
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[code]shape[/code]: The shape index of the colliding shape.
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[code]shape[/code]: The shape index of the colliding shape.
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- Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody]s or [Area]s, respectively.
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+ The number of intersections can be limited with the [code]max_results[/code] parameter, to reduce the processing time.
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+ Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively.
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[b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in [code]Segments[/code] build mode are not solid shapes. Therefore, they will not be detected.
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[b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in [code]Segments[/code] build mode are not solid shapes. Therefore, they will not be detected.
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</description>
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</description>
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</method>
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</method>
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@@ -72,6 +73,15 @@
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<argument index="5" name="collide_with_bodies" type="bool" default="true" />
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<argument index="5" name="collide_with_bodies" type="bool" default="true" />
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<argument index="6" name="collide_with_areas" type="bool" default="false" />
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<argument index="6" name="collide_with_areas" type="bool" default="false" />
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<description>
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<description>
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+ Checks whether a point is inside any solid shape, in a specific canvas layer given by [code]canvas_instance_id[/code]. The shapes the point is inside of are returned in an array containing dictionaries with the following fields:
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+ [code]collider[/code]: The colliding object.
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+ [code]collider_id[/code]: The colliding object's ID.
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+ [code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].
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+ [code]rid[/code]: The intersecting object's [RID].
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+ [code]shape[/code]: The shape index of the colliding shape.
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+ The number of intersections can be limited with the [code]max_results[/code] parameter, to reduce the processing time.
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+ Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively.
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+ [b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in [code]Segments[/code] build mode are not solid shapes. Therefore, they will not be detected.
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</description>
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</description>
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</method>
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</method>
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<method name="intersect_ray">
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<method name="intersect_ray">
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@@ -92,7 +102,7 @@
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[code]rid[/code]: The intersecting object's [RID].
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[code]rid[/code]: The intersecting object's [RID].
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[code]shape[/code]: The shape index of the colliding shape.
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[code]shape[/code]: The shape index of the colliding shape.
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If the ray did not intersect anything, then an empty dictionary is returned instead.
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If the ray did not intersect anything, then an empty dictionary is returned instead.
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- Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody]s or [Area]s, respectively.
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+ Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively.
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</description>
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</description>
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</method>
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</method>
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<method name="intersect_shape">
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<method name="intersect_shape">
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