diff options
Diffstat (limited to 'doc/classes/PhysicsDirectSpaceState3D.xml')
-rw-r--r-- | doc/classes/PhysicsDirectSpaceState3D.xml | 5 |
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"> |