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-rw-r--r--doc/classes/PhysicsShapeQueryParameters3D.xml44
1 files changed, 33 insertions, 11 deletions
diff --git a/doc/classes/PhysicsShapeQueryParameters3D.xml b/doc/classes/PhysicsShapeQueryParameters3D.xml
index 6606cfbc59..4b43ea66fc 100644
--- a/doc/classes/PhysicsShapeQueryParameters3D.xml
+++ b/doc/classes/PhysicsShapeQueryParameters3D.xml
@@ -9,15 +9,6 @@
<tutorials>
</tutorials>
<methods>
- <method name="set_shape">
- <return type="void">
- </return>
- <argument index="0" name="shape" type="Resource">
- </argument>
- <description>
- Sets the [Shape3D] that will be used for collision/intersection queries.
- </description>
- </method>
</methods>
<members>
<member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false">
@@ -27,7 +18,7 @@
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="2147483647">
- The physics layer(s) the query will take into account (as a bitmask).
+ The physics layer(s) the query will take into account (as a bitmask). 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.
</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.
@@ -35,8 +26,39 @@
<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0">
The collision margin for the shape.
</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>
<member name="shape_rid" type="RID" setter="set_shape_rid" getter="get_shape_rid">
- The queried shape's [RID]. See also [method set_shape].
+ The queried shape's [RID] that will be used for collision/intersection queries. Use this over [member shape] if you want to optimize for performance using the Servers API:
+ [codeblocks]
+ [gdscript]
+ var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)
+ var radius = 2.0
+ PhysicsServer3D.shape_set_data(shape_rid, radius)
+
+ var params = PhysicsShapeQueryParameters3D.new()
+ params.shape_rid = shape_rid
+
+ # Execute physics queries here...
+
+ # Release the shape when done with physics queries.
+ PhysicsServer3D.free_rid(shape_rid)
+ [/gdscript]
+ [csharp]
+ RID shapeRid = PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);
+ float radius = 2.0f;
+ PhysicsServer3D.ShapeSetData(shapeRid, radius);
+
+ var params = new PhysicsShapeQueryParameters3D();
+ params.ShapeRid = shapeRid;
+
+ // Execute physics queries here...
+
+ // Release the shape when done with physics queries.
+ PhysicsServer3D.FreeRid(shapeRid);
+ [/csharp]
+ [/codeblocks]
</member>
<member name="transform" type="Transform" setter="set_transform" getter="get_transform" default="Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )">
The queried shape's transform matrix.