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-rw-r--r--doc/classes/PhysicsDirectSpaceState3D.xml5
1 files changed, 3 insertions, 2 deletions
diff --git a/doc/classes/PhysicsDirectSpaceState3D.xml b/doc/classes/PhysicsDirectSpaceState3D.xml
index 13db50a2c7..4e6bd8456f 100644
--- a/doc/classes/PhysicsDirectSpaceState3D.xml
+++ b/doc/classes/PhysicsDirectSpaceState3D.xml
@@ -7,6 +7,7 @@
Direct access object to a space in the [PhysicsServer3D]. It's used mainly to do queries against objects and areas residing in a given space.
</description>
<tutorials>
+ <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>
@@ -47,7 +48,7 @@
<argument index="0" name="from" type="Vector3" />
<argument index="1" name="to" type="Vector3" />
<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>
@@ -59,7 +60,7 @@
[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 [PhysicsBody3D]s or [Area3D]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 [PhysicsBody3D]s or [Area3D]s, respectively.
</description>
</method>
<method name="intersect_shape">