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-rw-r--r--doc/classes/PhysicsShapeQueryParameters3D.xml7
1 files changed, 5 insertions, 2 deletions
diff --git a/doc/classes/PhysicsShapeQueryParameters3D.xml b/doc/classes/PhysicsShapeQueryParameters3D.xml
index 1a289ff9d0..789ce0a6c3 100644
--- a/doc/classes/PhysicsShapeQueryParameters3D.xml
+++ b/doc/classes/PhysicsShapeQueryParameters3D.xml
@@ -4,7 +4,7 @@
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.
+ This class contains the shape and other parameters for [PhysicsDirectSpaceState3D] intersection/collision queries.
</description>
<tutorials>
</tutorials>
@@ -16,7 +16,7 @@
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="4294967295">
- The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. 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.
+ The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/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.
@@ -24,6 +24,9 @@
<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0">
The collision margin for the shape.
</member>
+ <member name="motion" type="Vector3" setter="set_motion" getter="get_motion" default="Vector3(0, 0, 0)">
+ The motion of the shape being queried for.
+ </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>