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godot-docs/classes/class_physicsshapequeryparameters3d.rst

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