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-rw-r--r--doc/classes/PhysicsDirectSpaceState2D.xml21
1 files changed, 15 insertions, 6 deletions
diff --git a/doc/classes/PhysicsDirectSpaceState2D.xml b/doc/classes/PhysicsDirectSpaceState2D.xml
index e84b3e0e49..536c7e4e04 100644
--- a/doc/classes/PhysicsDirectSpaceState2D.xml
+++ b/doc/classes/PhysicsDirectSpaceState2D.xml
@@ -7,7 +7,8 @@
Direct access object to a space in the [PhysicsServer2D]. It's used mainly to do queries against objects and areas residing in a given space.
</description>
<tutorials>
- <link title="Ray-Casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
+ <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
+ <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
</tutorials>
<methods>
<method name="cast_motion">
@@ -47,7 +48,7 @@
<argument index="0" name="point" type="Vector2" />
<argument index="1" name="max_results" type="int" default="32" />
<argument index="2" name="exclude" type="Array" default="[]" />
- <argument index="3" name="collision_mask" type="int" default="2147483647" />
+ <argument index="3" name="collision_mask" type="int" default="4294967295" />
<argument index="4" name="collide_with_bodies" type="bool" default="true" />
<argument index="5" name="collide_with_areas" type="bool" default="false" />
<description>
@@ -57,7 +58,7 @@
[code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method PhysicsServer2D.shape_set_data].
[code]rid[/code]: The intersecting object's [RID].
[code]shape[/code]: The shape index of the colliding shape.
- 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 detect, or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively.
+ 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 detect (all layers by default), or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively.
[b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in [code]Segments[/code] build mode are not solid shapes. Therefore, they will not be detected.
</description>
</method>
@@ -67,10 +68,18 @@
<argument index="1" name="canvas_instance_id" type="int" />
<argument index="2" name="max_results" type="int" default="32" />
<argument index="3" name="exclude" type="Array" default="[]" />
- <argument index="4" name="collision_mask" type="int" default="2147483647" />
+ <argument index="4" name="collision_mask" type="int" default="4294967295" />
<argument index="5" name="collide_with_bodies" type="bool" default="true" />
<argument index="6" name="collide_with_areas" type="bool" default="false" />
<description>
+ 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:
+ [code]collider[/code]: The colliding object.
+ [code]collider_id[/code]: The colliding object's ID.
+ [code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method PhysicsServer2D.shape_set_data].
+ [code]rid[/code]: The intersecting object's [RID].
+ [code]shape[/code]: The shape index of the colliding shape.
+ 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 detect (all layers by default), or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively.
+ [b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in [code]Segments[/code] build mode are not solid shapes. Therefore, they will not be detected.
</description>
</method>
<method name="intersect_ray">
@@ -78,7 +87,7 @@
<argument index="0" name="from" type="Vector2" />
<argument index="1" name="to" type="Vector2" />
<argument index="2" name="exclude" type="Array" default="[]" />
- <argument index="3" name="collision_mask" type="int" default="2147483647" />
+ <argument index="3" name="collision_mask" type="int" default="4294967295" />
<argument index="4" name="collide_with_bodies" type="bool" default="true" />
<argument index="5" name="collide_with_areas" type="bool" default="false" />
<description>
@@ -91,7 +100,7 @@
[code]rid[/code]: The intersecting object's [RID].
[code]shape[/code]: The shape index of the colliding shape.
If the ray did not intersect anything, then an empty dictionary is returned instead.
- 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 detect, or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively.
+ 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 detect (all layers by default), or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively.
</description>
</method>
<method name="intersect_shape">