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-rw-r--r--doc/classes/Physics2DDirectSpaceState.xml22
1 files changed, 21 insertions, 1 deletions
diff --git a/doc/classes/Physics2DDirectSpaceState.xml b/doc/classes/Physics2DDirectSpaceState.xml
index aa54d9a11a..81db70f435 100644
--- a/doc/classes/Physics2DDirectSpaceState.xml
+++ b/doc/classes/Physics2DDirectSpaceState.xml
@@ -7,7 +7,7 @@
Direct access object to a space in the [Physics2DServer]. It's used mainly to do queries against objects and areas residing in a given space.
</description>
<tutorials>
- <link>http://docs.godotengine.org/en/3.0/tutorials/physics/ray-casting.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
</tutorials>
<demos>
</demos>
@@ -75,6 +75,26 @@
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.
</description>
</method>
+ <method name="intersect_point_on_canvas">
+ <return type="Array">
+ </return>
+ <argument index="0" name="point" type="Vector2">
+ </argument>
+ <argument index="1" name="canvas_instance_id" type="int">
+ </argument>
+ <argument index="2" name="max_results" type="int" default="32">
+ </argument>
+ <argument index="3" name="exclude" type="Array" default="[ ]">
+ </argument>
+ <argument index="4" name="collision_layer" type="int" default="2147483647">
+ </argument>
+ <argument index="5" name="collide_with_bodies" type="bool" default="true">
+ </argument>
+ <argument index="6" name="collide_with_areas" type="bool" default="false">
+ </argument>
+ <description>
+ </description>
+ </method>
<method name="intersect_ray">
<return type="Dictionary">
</return>