godot/doc/classes/Physics2DShapeQueryParameters.xml
2018-01-13 11:43:42 +01:00

47 lines
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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="Physics2DShapeQueryParameters" inherits="Reference" category="Core" version="3.0-rc1">
<brief_description>
Parameters to be sent to a 2D shape physics query.
</brief_description>
<description>
This class contains the shape and other parameters for intersection/collision queries.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="set_shape">
<return type="void">
</return>
<argument index="0" name="shape" type="Resource">
</argument>
<description>
Set the [Shape2D] that will be used for collision/intersection queries.
</description>
</method>
</methods>
<members>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer">
The physics layer the query should be made on.
</member>
<member name="exclude" type="Array" setter="set_exclude" getter="get_exclude">
The list of objects or object [RID]s, that will be excluded from collisions.
</member>
<member name="margin" type="float" setter="set_margin" getter="get_margin">
The collision margin for the shape.
</member>
<member name="motion" type="Vector2" setter="set_motion" getter="get_motion">
The motion of the shape being queried for.
</member>
<member name="shape_rid" type="RID" setter="set_shape_rid" getter="get_shape_rid">
The [RID] of the queried shape. See [method set_shape] also.
</member>
<member name="transform" type="Transform2D" setter="set_transform" getter="get_transform">
the transform matrix of the queried shape.
</member>
</members>
<constants>
</constants>
</class>