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Inherits: RefCounted < Object
Provides parameters for PhysicsDirectSpaceState2D.intersect_shape.
By changing various properties of this object, such as the shape, you can configure the parameters for PhysicsDirectSpaceState2D.intersect_shape.
bool collide_with_areas =
true, the query will take Area2Ds into account.
bool collide_with_bodies =
true, the query will take PhysicsBody2Ds into account.
int collision_mask =
The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See Collision layers and masks in the documentation for more information.
RID exclude =
The list of object RIDs that will be excluded from collisions. Use CollisionObject2D.get_rid to get the RID associated with a CollisionObject2D-derived node.
float margin =
The collision margin for the shape.
Vector2 motion =
The motion of the shape being queried for.
The Shape2D 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 shape_rid.
The queried shape's RID that will be used for collision/intersection queries. Use this over shape if you want to optimize for performance using the Servers API:
var shape_rid = PhysicsServer2D.circle_shape_create() var radius = 64 PhysicsServer2D.shape_set_data(shape_rid, radius) var params = PhysicsShapeQueryParameters2D.new() params.shape_rid = shape_rid # Execute physics queries here... # Release the shape when done with physics queries. PhysicsServer2D.free_rid(shape_rid)
RID shapeRid = PhysicsServer2D.CircleShapeCreate(); int radius = 64; PhysicsServer2D.ShapeSetData(shapeRid, radius); var params = new PhysicsShapeQueryParameters2D(); params.ShapeRid = shapeRid; // Execute physics queries here... // Release the shape when done with physics queries. PhysicsServer2D.FreeRid(shapeRid);
Transform2D transform =
Transform2D(1, 0, 0, 1, 0, 0)
void set_transform ( Transform2D value )
Transform2D get_transform ( )
The queried shape's transform matrix.