acbd24ea84
Same as what is already done for shape queries, applied to point and ray queries. Easier to document and more flexible to add more parameters. Also expose intersect_point method to script in 3D. Remove intersect_point_on_canvas in 2D, replaced with a parameter.
31 lines
1.8 KiB
XML
31 lines
1.8 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PhysicsRayQueryParameters3D" inherits="RefCounted" version="4.0">
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<brief_description>
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Parameters to be sent to a 3D ray physics query.
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</brief_description>
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<description>
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This class contains the ray position and other parameters to be used for [method PhysicsDirectSpaceState3D.intersect_ray].
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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=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="from" type="Vector3" setter="set_from" getter="get_from" default="Vector3(0, 0, 0)">
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The starting point of the ray being queried for, in global coordinates.
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</member>
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<member name="to" type="Vector3" setter="set_to" getter="get_to" default="Vector3(0, 0, 0)">
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The ending point of the ray 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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