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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "PhysicsShapeQueryParameters2D" inherits= "Reference" version= "4.0" >
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<brief_description >
Parameters to be sent to a 2D shape physics query.
</brief_description>
<description >
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This class contains the shape and other parameters for 2D intersection/collision queries. See also [PhysicsShapeQueryResult2D].
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</description>
<tutorials >
</tutorials>
<methods >
</methods>
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<members >
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<member name= "collide_with_areas" type= "bool" setter= "set_collide_with_areas" getter= "is_collide_with_areas_enabled" default= "false" >
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If [code]true[/code], the query will take [Area2D]s into account.
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</member>
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<member name= "collide_with_bodies" type= "bool" setter= "set_collide_with_bodies" getter= "is_collide_with_bodies_enabled" default= "true" >
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If [code]true[/code], the query will take [PhysicsBody2D]s into account.
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</member>
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<member name= "collision_layer" type= "int" setter= "set_collision_layer" getter= "get_collision_layer" default= "2147483647" >
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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.
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</member>
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<member name= "exclude" type= "Array" setter= "set_exclude" getter= "get_exclude" default= "[ ]" >
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The list of objects or object [RID]s that will be excluded from collisions.
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</member>
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<member name= "margin" type= "float" setter= "set_margin" getter= "get_margin" default= "0.0" >
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The collision margin for the shape.
</member>
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<member name= "motion" type= "Vector2" setter= "set_motion" getter= "get_motion" default= "Vector2( 0, 0 )" >
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The motion of the shape being queried for.
</member>
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<member name= "shape" type= "Resource" setter= "set_shape" getter= "get_shape" >
The [Shape2D] 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>
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<member name= "shape_rid" type= "RID" setter= "set_shape_rid" getter= "get_shape_rid" >
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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:
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[codeblocks]
[gdscript]
var shape_rid = PhysicsServer2D.circle_shape_create()
var radius = 64
PhysicsServer2D.shape_set_data(shape_rid, radius)
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var params = PhysicsShapeQueryParameters2D.new()
params.shape_rid = shape_rid
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# Execute physics queries here...
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# Release the shape when done with physics queries.
PhysicsServer2D.free_rid(shape_rid)
[/gdscript]
[csharp]
RID shapeRid = PhysicsServer2D.CircleShapeCreate();
int radius = 64;
PhysicsServer2D.ShapeSetData(shapeRid, radius);
var params = new PhysicsShapeQueryParameters2D();
params.ShapeRid = shapeRid;
// Execute physics queries here...
// Release the shape when done with physics queries.
PhysicsServer2D.FreeRid(shapeRid);
[/csharp]
[/codeblocks]
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</member>
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<member name= "transform" type= "Transform2D" setter= "set_transform" getter= "get_transform" default= "Transform2D( 1, 0, 0, 1, 0, 0 )" >
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The queried shape's transform matrix.
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</member>
</members>
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<constants >
</constants>
</class>