summaryrefslogtreecommitdiff
path: root/doc/classes/PhysicsRayQueryParameters3D.xml
blob: 3085ff3b35242acfbffa133b9fafd823078fa55d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
<?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="hit_back_faces" type="bool" setter="set_hit_back_faces" getter="is_hit_back_faces_enabled" default="true">
			If [code]true[/code], the query will hit back faces with concave polygon shapes with back face enabled or heightmap shapes.
		</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]Vector3(0, 0, 0)[/code]. Does not affect concave polygon shapes or heightmap shapes.
		</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>