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-rw-r--r--doc/classes/PhysicsDirectSpaceState2D.xml50
-rw-r--r--doc/classes/PhysicsDirectSpaceState3D.xml35
-rw-r--r--doc/classes/PhysicsPointQueryParameters2D.xml31
-rw-r--r--doc/classes/PhysicsPointQueryParameters3D.xml28
-rw-r--r--doc/classes/PhysicsRayQueryParameters2D.xml31
-rw-r--r--doc/classes/PhysicsRayQueryParameters3D.xml31
-rw-r--r--doc/classes/PhysicsShapeQueryParameters2D.xml2
-rw-r--r--doc/classes/PhysicsShapeQueryParameters3D.xml5
8 files changed, 158 insertions, 55 deletions
diff --git a/doc/classes/PhysicsDirectSpaceState2D.xml b/doc/classes/PhysicsDirectSpaceState2D.xml
index 887b382267..5892ef266f 100644
--- a/doc/classes/PhysicsDirectSpaceState2D.xml
+++ b/doc/classes/PhysicsDirectSpaceState2D.xml
@@ -13,7 +13,7 @@
<methods>
<method name="cast_motion">
<return type="Array" />
- <argument index="0" name="shape" type="PhysicsShapeQueryParameters2D" />
+ <argument index="0" name="parameters" type="PhysicsShapeQueryParameters2D" />
<description>
Checks how far a [Shape2D] can move without colliding. All the parameters for the query, including the shape and the motion, are supplied through a [PhysicsShapeQueryParameters2D] object.
Returns an array with the safe and unsafe proportions (between 0 and 1) of the motion. The safe proportion is the maximum fraction of the motion that can be made without a collision. The unsafe proportion is the minimum fraction of the distance that must be moved for a collision. If no collision is detected a result of [code][1.0, 1.0][/code] will be returned.
@@ -22,7 +22,7 @@
</method>
<method name="collide_shape">
<return type="Array" />
- <argument index="0" name="shape" type="PhysicsShapeQueryParameters2D" />
+ <argument index="0" name="parameters" type="PhysicsShapeQueryParameters2D" />
<argument index="1" name="max_results" type="int" default="32" />
<description>
Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters2D] object, against the space. The resulting array contains a list of points where the shape intersects another. Like with [method intersect_shape], the number of returned results can be limited to save processing time.
@@ -31,7 +31,7 @@
</method>
<method name="get_rest_info">
<return type="Dictionary" />
- <argument index="0" name="shape" type="PhysicsShapeQueryParameters2D" />
+ <argument index="0" name="parameters" type="PhysicsShapeQueryParameters2D" />
<description>
Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters2D] object, against the space. If it collides with more than one shape, the nearest one is selected. If the shape did not intersect anything, then an empty dictionary is returned instead.
[b]Note:[/b] This method does not take into account the [code]motion[/code] property of the object. The returned object is a dictionary containing the following fields:
@@ -45,51 +45,23 @@
</method>
<method name="intersect_point">
<return type="Array" />
- <argument index="0" name="point" type="Vector2" />
+ <argument index="0" name="parameters" type="PhysicsPointQueryParameters2D" />
<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="4294967295" />
- <argument index="4" name="collide_with_bodies" type="bool" default="true" />
- <argument index="5" name="collide_with_areas" type="bool" default="false" />
<description>
- Checks whether a point is inside any solid shape. The shapes the point is inside of are returned in an array containing dictionaries with the following fields:
+ Checks whether a point is inside any solid shape. Position and other parameters are defined through [PhysicsPointQueryParameters2D]. 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]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_point_on_canvas">
- <return type="Array" />
- <argument index="0" name="point" type="Vector2" />
- <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="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]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.
+ The number of intersections can be limited with the [code]max_results[/code] parameter, to reduce the processing time.
[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">
<return type="Dictionary" />
- <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="4294967295" />
- <argument index="4" name="collide_with_bodies" type="bool" default="true" />
- <argument index="5" name="collide_with_areas" type="bool" default="false" />
+ <argument index="0" name="parameters" type="PhysicsRayQueryParameters2D" />
<description>
- Intersects a ray in a given space. The returned object is a dictionary with the following fields:
+ Intersects a ray in a given space. Ray position and other parameters are defined through [PhysicsRayQueryParameters2D]. The returned object is a dictionary with the following fields:
[code]collider[/code]: The colliding object.
[code]collider_id[/code]: The colliding object's ID.
[code]normal[/code]: The object's surface normal at the intersection point.
@@ -97,16 +69,14 @@
[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 (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">
<return type="Array" />
- <argument index="0" name="shape" type="PhysicsShapeQueryParameters2D" />
+ <argument index="0" name="parameters" type="PhysicsShapeQueryParameters2D" />
<argument index="1" name="max_results" type="int" default="32" />
<description>
- Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters2D] object, against the space.
- [b]Note:[/b] This method does not take into account the [code]motion[/code] property of the object. The intersected shapes are returned in an array containing dictionaries with the following fields:
+ Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters2D] object, against the space. The intersected shapes 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]rid[/code]: The intersecting object's [RID].
diff --git a/doc/classes/PhysicsDirectSpaceState3D.xml b/doc/classes/PhysicsDirectSpaceState3D.xml
index 8c37072f29..6a7fe46518 100644
--- a/doc/classes/PhysicsDirectSpaceState3D.xml
+++ b/doc/classes/PhysicsDirectSpaceState3D.xml
@@ -13,8 +13,7 @@
<methods>
<method name="cast_motion">
<return type="Array" />
- <argument index="0" name="shape" type="PhysicsShapeQueryParameters3D" />
- <argument index="1" name="motion" type="Vector3" />
+ <argument index="0" name="parameters" type="PhysicsShapeQueryParameters3D" />
<description>
Checks how far a [Shape3D] can move without colliding. All the parameters for the query, including the shape, are supplied through a [PhysicsShapeQueryParameters3D] object.
Returns an array with the safe and unsafe proportions (between 0 and 1) of the motion. The safe proportion is the maximum fraction of the motion that can be made without a collision. The unsafe proportion is the minimum fraction of the distance that must be moved for a collision. If no collision is detected a result of [code][1.0, 1.0][/code] will be returned.
@@ -23,16 +22,17 @@
</method>
<method name="collide_shape">
<return type="Array" />
- <argument index="0" name="shape" type="PhysicsShapeQueryParameters3D" />
+ <argument index="0" name="parameters" type="PhysicsShapeQueryParameters3D" />
<argument index="1" name="max_results" type="int" default="32" />
<description>
Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters3D] object, against the space. The resulting array contains a list of points where the shape intersects another. Like with [method intersect_shape], the number of returned results can be limited to save processing time.
Returned points are a list of pairs of contact points. For each pair the first one is in the shape passed in [PhysicsShapeQueryParameters3D] object, second one is in the collided shape from the physics space.
+ [b]Note:[/b] This method does not take into account the [code]motion[/code] property of the object.
</description>
</method>
<method name="get_rest_info">
<return type="Dictionary" />
- <argument index="0" name="shape" type="PhysicsShapeQueryParameters3D" />
+ <argument index="0" name="parameters" type="PhysicsShapeQueryParameters3D" />
<description>
Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters3D] object, against the space. If it collides with more than one shape, the nearest one is selected. The returned object is a dictionary containing the following fields:
[code]collider_id[/code]: The colliding object's ID.
@@ -42,18 +42,27 @@
[code]rid[/code]: The intersecting object's [RID].
[code]shape[/code]: The shape index of the colliding shape.
If the shape did not intersect anything, then an empty dictionary is returned instead.
+ [b]Note:[/b] This method does not take into account the [code]motion[/code] property of the object.
+ </description>
+ </method>
+ <method name="intersect_point">
+ <return type="Array" />
+ <argument index="0" name="parameters" type="PhysicsPointQueryParameters3D" />
+ <argument index="1" name="max_results" type="int" default="32" />
+ <description>
+ Checks whether a point is inside any solid shape. Position and other parameters are defined through [PhysicsPointQueryParameters3D]. 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]rid[/code]: The intersecting object's [RID].
+ [code]shape[/code]: The shape index of the colliding shape.
+ The number of intersections can be limited with the [code]max_results[/code] parameter, to reduce the processing time.
</description>
</method>
<method name="intersect_ray">
<return type="Dictionary" />
- <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="4294967295" />
- <argument index="4" name="collide_with_bodies" type="bool" default="true" />
- <argument index="5" name="collide_with_areas" type="bool" default="false" />
+ <argument index="0" name="parameters" type="PhysicsRayQueryParameters3D" />
<description>
- Intersects a ray in a given space. The returned object is a dictionary with the following fields:
+ Intersects a ray in a given space. Ray position and other parameters are defined through [PhysicsRayQueryParameters3D]. The returned object is a dictionary with the following fields:
[code]collider[/code]: The colliding object.
[code]collider_id[/code]: The colliding object's ID.
[code]normal[/code]: The object's surface normal at the intersection point.
@@ -61,12 +70,11 @@
[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 (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">
<return type="Array" />
- <argument index="0" name="shape" type="PhysicsShapeQueryParameters3D" />
+ <argument index="0" name="parameters" type="PhysicsShapeQueryParameters3D" />
<argument index="1" name="max_results" type="int" default="32" />
<description>
Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters3D] object, against the space. The intersected shapes are returned in an array containing dictionaries with the following fields:
@@ -75,6 +83,7 @@
[code]rid[/code]: The intersecting object's [RID].
[code]shape[/code]: The shape index of the colliding shape.
The number of intersections can be limited with the [code]max_results[/code] parameter, to reduce the processing time.
+ [b]Note:[/b] This method does not take into account the [code]motion[/code] property of the object.
</description>
</method>
</methods>
diff --git a/doc/classes/PhysicsPointQueryParameters2D.xml b/doc/classes/PhysicsPointQueryParameters2D.xml
new file mode 100644
index 0000000000..6acd83b101
--- /dev/null
+++ b/doc/classes/PhysicsPointQueryParameters2D.xml
@@ -0,0 +1,31 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="PhysicsPointQueryParameters2D" inherits="RefCounted" version="4.0">
+ <brief_description>
+ Parameters to be sent to a 2D point physics query.
+ </brief_description>
+ <description>
+ This class contains the position and other parameters to be used for [method PhysicsDirectSpaceState2D.intersect_point].
+ </description>
+ <tutorials>
+ </tutorials>
+ <members>
+ <member name="canvas_instance_id" type="int" setter="set_canvas_instance_id" getter="get_canvas_instance_id" default="0">
+ If different from [code]0[/code], restricts the query to a specific canvas layer specified by its instance id. See [method Object.get_instance_id].
+ </member>
+ <member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false">
+ If [code]true[/code], the query will take [Area2D]s into account.
+ </member>
+ <member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true">
+ If [code]true[/code], the query will take [PhysicsBody2D]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.
+ </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.
+ </member>
+ <member name="position" type="Vector2" setter="set_position" getter="get_position" default="Vector2(0, 0)">
+ The position being queried for, in global coordinates.
+ </member>
+ </members>
+</class>
diff --git a/doc/classes/PhysicsPointQueryParameters3D.xml b/doc/classes/PhysicsPointQueryParameters3D.xml
new file mode 100644
index 0000000000..488f56872d
--- /dev/null
+++ b/doc/classes/PhysicsPointQueryParameters3D.xml
@@ -0,0 +1,28 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="PhysicsPointQueryParameters3D" inherits="RefCounted" version="4.0">
+ <brief_description>
+ Parameters to be sent to a 3D point physics query.
+ </brief_description>
+ <description>
+ This class contains the position and other parameters to be used for [method PhysicsDirectSpaceState3D.intersect_point].
+ </description>
+ <tutorials>
+ </tutorials>
+ <members>
+ <member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false">
+ If [code]true[/code], the query will take [Area3D]s into account.
+ </member>
+ <member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true">
+ 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.
+ </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.
+ </member>
+ <member name="position" type="Vector3" setter="set_position" getter="get_position" default="Vector3(0, 0, 0)">
+ The position being queried for, in global coordinates.
+ </member>
+ </members>
+</class>
diff --git a/doc/classes/PhysicsRayQueryParameters2D.xml b/doc/classes/PhysicsRayQueryParameters2D.xml
new file mode 100644
index 0000000000..0e99e47286
--- /dev/null
+++ b/doc/classes/PhysicsRayQueryParameters2D.xml
@@ -0,0 +1,31 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="PhysicsRayQueryParameters2D" inherits="RefCounted" version="4.0">
+ <brief_description>
+ Parameters to be sent to a 2D ray physics query.
+ </brief_description>
+ <description>
+ This class contains the ray position and other parameters to be used for [method PhysicsDirectSpaceState2D.intersect_ray].
+ </description>
+ <tutorials>
+ </tutorials>
+ <members>
+ <member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false">
+ If [code]true[/code], the query will take [Area2D]s into account.
+ </member>
+ <member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true">
+ If [code]true[/code], the query will take [PhysicsBody2D]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.
+ </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.
+ </member>
+ <member name="from" type="Vector2" setter="set_from" getter="get_from" default="Vector2(0, 0)">
+ The starting point of the ray being queried for, in global coordinates.
+ </member>
+ <member name="to" type="Vector2" setter="set_to" getter="get_to" default="Vector2(0, 0)">
+ The ending point of the ray being queried for, in global coordinates.
+ </member>
+ </members>
+</class>
diff --git a/doc/classes/PhysicsRayQueryParameters3D.xml b/doc/classes/PhysicsRayQueryParameters3D.xml
new file mode 100644
index 0000000000..dbd09e5128
--- /dev/null
+++ b/doc/classes/PhysicsRayQueryParameters3D.xml
@@ -0,0 +1,31 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="PhysicsRayQueryParameters3D" inherits="RefCounted" version="4.0">
+ <brief_description>
+ Parameters to be sent to a 3D ray physics query.
+ </brief_description>
+ <description>
+ This class contains the ray position and other parameters to be used for [method PhysicsDirectSpaceState3D.intersect_ray].
+ </description>
+ <tutorials>
+ </tutorials>
+ <members>
+ <member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false">
+ If [code]true[/code], the query will take [Area3D]s into account.
+ </member>
+ <member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true">
+ 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.
+ </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.
+ </member>
+ <member name="from" type="Vector3" setter="set_from" getter="get_from" default="Vector3(0, 0, 0)">
+ The starting point of the ray being queried for, in global coordinates.
+ </member>
+ <member name="to" type="Vector3" setter="set_to" getter="get_to" default="Vector3(0, 0, 0)">
+ The ending point of the ray being queried for, in global coordinates.
+ </member>
+ </members>
+</class>
diff --git a/doc/classes/PhysicsShapeQueryParameters2D.xml b/doc/classes/PhysicsShapeQueryParameters2D.xml
index 6035b662ea..abd19f1326 100644
--- a/doc/classes/PhysicsShapeQueryParameters2D.xml
+++ b/doc/classes/PhysicsShapeQueryParameters2D.xml
@@ -4,7 +4,7 @@
Parameters to be sent to a 2D shape physics query.
</brief_description>
<description>
- This class contains the shape and other parameters for 2D intersection/collision queries.
+ This class contains the shape and other parameters for [PhysicsDirectSpaceState2D] intersection/collision queries.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/PhysicsShapeQueryParameters3D.xml b/doc/classes/PhysicsShapeQueryParameters3D.xml
index 1a289ff9d0..2dffd5347a 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>
@@ -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>