diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/PhysicsDirectSpaceState2D.xml | 50 | ||||
-rw-r--r-- | doc/classes/PhysicsDirectSpaceState3D.xml | 35 | ||||
-rw-r--r-- | doc/classes/PhysicsPointQueryParameters2D.xml | 31 | ||||
-rw-r--r-- | doc/classes/PhysicsPointQueryParameters3D.xml | 28 | ||||
-rw-r--r-- | doc/classes/PhysicsRayQueryParameters2D.xml | 31 | ||||
-rw-r--r-- | doc/classes/PhysicsRayQueryParameters3D.xml | 31 | ||||
-rw-r--r-- | doc/classes/PhysicsShapeQueryParameters2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/PhysicsShapeQueryParameters3D.xml | 5 |
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> |