81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
28 lines
1.9 KiB
XML
28 lines
1.9 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PhysicsPointQueryParameters3D" inherits="RefCounted" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Provides parameters for [method PhysicsDirectSpaceState3D.intersect_point].
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</brief_description>
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<description>
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By changing various properties of this object, such as the point position, you can configure the parameters for [method PhysicsDirectSpaceState3D.intersect_point].
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</description>
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<tutorials>
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</tutorials>
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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 [Area3D]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 [PhysicsBody3D]s into account.
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295">
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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.
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</member>
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<member name="exclude" type="RID[]" setter="set_exclude" getter="get_exclude" default="[]">
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The list of object [RID]s that will be excluded from collisions. Use [method CollisionObject3D.get_rid] to get the [RID] associated with a [CollisionObject3D]-derived node.
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</member>
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<member name="position" type="Vector3" setter="set_position" getter="get_position" default="Vector3(0, 0, 0)">
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The position being queried for, in global coordinates.
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</member>
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</members>
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</class>
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