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path: root/doc/classes/PhysicsRayQueryParameters2D.xml
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsRayQueryParameters2D" inherits="RefCounted" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<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>
	<methods>
		<method name="create" qualifiers="static">
			<return type="PhysicsRayQueryParameters2D" />
			<argument index="0" name="from" type="Vector2" />
			<argument index="1" name="to" type="Vector2" />
			<argument index="2" name="collision_mask" type="int" default="4294967295" />
			<argument index="3" name="exclude" type="Array" default="[]" />
			<description>
				Returns a new, pre-configured [PhysicsRayQueryParameters2D] object. Use it to quickly create query parameters using the most common options.
				[codeblock]
				var query = PhysicsRayQueryParameters2D.create(global_position, global_position + Vector2(0, 100))
				var collision = get_world_2d().direct_space_state.intersect_ray(query)
				[/codeblock]
			</description>
		</method>
	</methods>
	<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=$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.
		</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="hit_from_inside" type="bool" setter="set_hit_from_inside" getter="is_hit_from_inside_enabled" default="false">
			If [code]true[/code], the query will detect a hit when starting inside shapes. In this case the collision normal will be [code]Vector2(0, 0)[/code]. Does not affect concave polygon shapes.
		</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>