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- <?xml version="1.0" encoding="UTF-8" ?>
- <class name="PhysicsShapeQueryParameters3D" inherits="Reference" version="4.0">
- <brief_description>
- Parameters to be sent to a 3D shape physics query.
- </brief_description>
- <description>
- This class contains the shape and other parameters for 3D intersection/collision queries. See also [PhysicsShapeQueryResult3D].
- </description>
- <tutorials>
- </tutorials>
- <methods>
- </methods>
- <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="2147483647">
- The physics layer(s) the query will take into account (as a bitmask). 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="margin" type="float" setter="set_margin" getter="get_margin" default="0.0">
- The collision margin for the shape.
- </member>
- <member name="shape" type="Resource" setter="set_shape" getter="get_shape">
- The [Shape3D] 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">
- 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 = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)
- var radius = 2.0
- PhysicsServer3D.shape_set_data(shape_rid, radius)
- var params = PhysicsShapeQueryParameters3D.new()
- params.shape_rid = shape_rid
- # Execute physics queries here...
- # Release the shape when done with physics queries.
- PhysicsServer3D.free_rid(shape_rid)
- [/gdscript]
- [csharp]
- RID shapeRid = PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);
- float radius = 2.0f;
- PhysicsServer3D.ShapeSetData(shapeRid, radius);
- var params = new PhysicsShapeQueryParameters3D();
- params.ShapeRid = shapeRid;
- // Execute physics queries here...
- // Release the shape when done with physics queries.
- PhysicsServer3D.FreeRid(shapeRid);
- [/csharp]
- [/codeblocks]
- </member>
- <member name="transform" type="Transform3D" setter="set_transform" getter="get_transform" default="Transform3D( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )">
- The queried shape's transform matrix.
- </member>
- </members>
- <constants>
- </constants>
- </class>
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