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PhysicsShapeQueryParameters3D
Hereda: RefCounted < Object
Provides parameters for PhysicsDirectSpaceState3D's methods.
Descripción
By changing various properties of this object, such as the shape, you can configure the parameters for PhysicsDirectSpaceState3D's methods.
Propiedades
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Descripciones de Propiedades
bool collide_with_areas = false 🔗
Si es true, la consulta tendrá en cuenta las Area3Ds.
bool collide_with_bodies = true 🔗
Si es true, la consulta tendrá en cuenta los PhysicsBody3Ds.
int collision_mask = 4294967295 🔗
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.
La lista de RID de objetos que se excluirán de las colisiones. Utiliza CollisionObject3D.get_rid() para obtener el RID asociado con un nodo derivado de CollisionObject3D.
Nota: El array devuelto se copia y cualquier cambio en él no actualizará el valor de la propiedad original. Para actualizar el valor, debes modificar el array devuelto y, a continuación, asignarlo de nuevo a la propiedad.
El margen de colisión de la forma.
Vector3 motion = Vector3(0, 0, 0) 🔗
El movimiento de la forma que se ha encolado.
The 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 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 = PhysicsServer3D.sphere_shape_create()
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)
RID shapeRid = PhysicsServer3D.SphereShapeCreate();
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);
Transform3D transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0) 🔗
void set_transform(value: Transform3D)
Transform3D get_transform()
La matriz de transformación de la forma en cuestión.