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224 lines
10 KiB
ReStructuredText
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.. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
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.. DO NOT EDIT THIS FILE, but the PhysicsShapeQueryParameters3D.xml source instead.
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.. The source is found in doc/classes or modules/<name>/doc_classes.
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.. _class_PhysicsShapeQueryParameters3D:
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PhysicsShapeQueryParameters3D
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=============================
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**Inherits:** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`
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Parameters to be sent to a 3D shape physics query.
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Description
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-----------
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This class contains the shape and other parameters for :ref:`PhysicsDirectSpaceState3D<class_PhysicsDirectSpaceState3D>` intersection/collision queries.
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Properties
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----------
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+---------------------------------------+----------------------------------------------------------------------------------------------+-----------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`collide_with_areas<class_PhysicsShapeQueryParameters3D_property_collide_with_areas>` | ``false`` |
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+---------------------------------------+----------------------------------------------------------------------------------------------+-----------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`collide_with_bodies<class_PhysicsShapeQueryParameters3D_property_collide_with_bodies>` | ``true`` |
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+---------------------------------------+----------------------------------------------------------------------------------------------+-----------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`collision_mask<class_PhysicsShapeQueryParameters3D_property_collision_mask>` | ``4294967295`` |
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+---------------------------------------+----------------------------------------------------------------------------------------------+-----------------------------------------------------+
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| :ref:`Array<class_Array>` | :ref:`exclude<class_PhysicsShapeQueryParameters3D_property_exclude>` | ``[]`` |
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+---------------------------------------+----------------------------------------------------------------------------------------------+-----------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`margin<class_PhysicsShapeQueryParameters3D_property_margin>` | ``0.0`` |
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+---------------------------------------+----------------------------------------------------------------------------------------------+-----------------------------------------------------+
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| :ref:`Vector3<class_Vector3>` | :ref:`motion<class_PhysicsShapeQueryParameters3D_property_motion>` | ``Vector3(0, 0, 0)`` |
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+---------------------------------------+----------------------------------------------------------------------------------------------+-----------------------------------------------------+
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| :ref:`Resource<class_Resource>` | :ref:`shape<class_PhysicsShapeQueryParameters3D_property_shape>` | |
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+---------------------------------------+----------------------------------------------------------------------------------------------+-----------------------------------------------------+
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| :ref:`RID<class_RID>` | :ref:`shape_rid<class_PhysicsShapeQueryParameters3D_property_shape_rid>` | |
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+---------------------------------------+----------------------------------------------------------------------------------------------+-----------------------------------------------------+
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| :ref:`Transform3D<class_Transform3D>` | :ref:`transform<class_PhysicsShapeQueryParameters3D_property_transform>` | ``Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)`` |
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+---------------------------------------+----------------------------------------------------------------------------------------------+-----------------------------------------------------+
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Property Descriptions
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---------------------
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.. _class_PhysicsShapeQueryParameters3D_property_collide_with_areas:
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- :ref:`bool<class_bool>` **collide_with_areas**
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+-----------+---------------------------------+
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| *Default* | ``false`` |
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+-----------+---------------------------------+
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| *Setter* | set_collide_with_areas(value) |
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+-----------+---------------------------------+
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| *Getter* | is_collide_with_areas_enabled() |
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+-----------+---------------------------------+
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If ``true``, the query will take :ref:`Area3D<class_Area3D>`\ s into account.
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----
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.. _class_PhysicsShapeQueryParameters3D_property_collide_with_bodies:
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- :ref:`bool<class_bool>` **collide_with_bodies**
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+-----------+----------------------------------+
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| *Default* | ``true`` |
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+-----------+----------------------------------+
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| *Setter* | set_collide_with_bodies(value) |
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+-----------+----------------------------------+
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| *Getter* | is_collide_with_bodies_enabled() |
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+-----------+----------------------------------+
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If ``true``, the query will take :ref:`PhysicsBody3D<class_PhysicsBody3D>`\ s into account.
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----
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.. _class_PhysicsShapeQueryParameters3D_property_collision_mask:
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- :ref:`int<class_int>` **collision_mask**
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+-----------+---------------------------+
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| *Default* | ``4294967295`` |
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+-----------+---------------------------+
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| *Setter* | set_collision_mask(value) |
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+-----------+---------------------------+
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| *Getter* | get_collision_mask() |
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+-----------+---------------------------+
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The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See `Collision layers and masks <../tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
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----
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.. _class_PhysicsShapeQueryParameters3D_property_exclude:
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- :ref:`Array<class_Array>` **exclude**
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+-----------+--------------------+
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| *Default* | ``[]`` |
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+-----------+--------------------+
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| *Setter* | set_exclude(value) |
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+-----------+--------------------+
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| *Getter* | get_exclude() |
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+-----------+--------------------+
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The list of objects or object :ref:`RID<class_RID>`\ s that will be excluded from collisions.
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----
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.. _class_PhysicsShapeQueryParameters3D_property_margin:
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- :ref:`float<class_float>` **margin**
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+-----------+-------------------+
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| *Default* | ``0.0`` |
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+-----------+-------------------+
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| *Setter* | set_margin(value) |
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+-----------+-------------------+
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| *Getter* | get_margin() |
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+-----------+-------------------+
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The collision margin for the shape.
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----
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.. _class_PhysicsShapeQueryParameters3D_property_motion:
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- :ref:`Vector3<class_Vector3>` **motion**
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+-----------+----------------------+
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| *Default* | ``Vector3(0, 0, 0)`` |
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+-----------+----------------------+
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| *Setter* | set_motion(value) |
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+-----------+----------------------+
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| *Getter* | get_motion() |
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+-----------+----------------------+
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The motion of the shape being queried for.
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----
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.. _class_PhysicsShapeQueryParameters3D_property_shape:
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- :ref:`Resource<class_Resource>` **shape**
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+----------+------------------+
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| *Setter* | set_shape(value) |
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+----------+------------------+
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| *Getter* | get_shape() |
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+----------+------------------+
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The :ref:`Shape3D<class_Shape3D>` 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 :ref:`shape_rid<class_PhysicsShapeQueryParameters3D_property_shape_rid>`.
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----
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.. _class_PhysicsShapeQueryParameters3D_property_shape_rid:
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- :ref:`RID<class_RID>` **shape_rid**
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+----------+----------------------+
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| *Setter* | set_shape_rid(value) |
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+----------+----------------------+
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| *Getter* | get_shape_rid() |
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+----------+----------------------+
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The queried shape's :ref:`RID<class_RID>` that will be used for collision/intersection queries. Use this over :ref:`shape<class_PhysicsShapeQueryParameters3D_property_shape>` if you want to optimize for performance using the Servers API:
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.. tabs::
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.. code-tab:: gdscript
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var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)
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var radius = 2.0
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PhysicsServer3D.shape_set_data(shape_rid, radius)
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var params = PhysicsShapeQueryParameters3D.new()
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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.
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PhysicsServer3D.free_rid(shape_rid)
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.. code-tab:: csharp
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RID shapeRid = PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);
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float radius = 2.0f;
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PhysicsServer3D.ShapeSetData(shapeRid, radius);
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var params = new PhysicsShapeQueryParameters3D();
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params.ShapeRid = shapeRid;
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// Execute physics queries here...
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// Release the shape when done with physics queries.
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PhysicsServer3D.FreeRid(shapeRid);
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----
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.. _class_PhysicsShapeQueryParameters3D_property_transform:
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- :ref:`Transform3D<class_Transform3D>` **transform**
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+-----------+-----------------------------------------------------+
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| *Default* | ``Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)`` |
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+-----------+-----------------------------------------------------+
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| *Setter* | set_transform(value) |
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+-----------+-----------------------------------------------------+
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| *Getter* | get_transform() |
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+-----------+-----------------------------------------------------+
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The queried shape's transform matrix.
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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.. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
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.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
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.. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`
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