Class PhysicsShapeQueryParameters3D
- Namespace
- Godot
- Assembly
- GodotSharp.dll
By changing various properties of this object, such as the shape, you can configure the parameters for IntersectShape(PhysicsShapeQueryParameters3D, int).
public class PhysicsShapeQueryParameters3D : RefCounted, IDisposable
- Inheritance
-
PhysicsShapeQueryParameters3D
- Implements
- Inherited Members
Constructors
PhysicsShapeQueryParameters3D()
public PhysicsShapeQueryParameters3D()
Properties
CollideWithAreas
If true
, the query will take Area3Ds into account.
public bool CollideWithAreas { get; set; }
Property Value
CollideWithBodies
If true
, the query will take PhysicsBody3Ds into account.
public bool CollideWithBodies { get; set; }
Property Value
CollisionMask
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.
public uint CollisionMask { get; set; }
Property Value
Exclude
The list of object Rids that will be excluded from collisions. Use GetRid() to get the Rid associated with a CollisionObject3D-derived node.
public Array<Rid> Exclude { get; set; }
Property Value
Margin
The collision margin for the shape.
public float Margin { get; set; }
Property Value
Motion
The motion of the shape being queried for.
public Vector3 Motion { get; set; }
Property Value
Shape
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 ShapeRid.
public Resource Shape { get; set; }
Property Value
ShapeRid
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:
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);
public Rid ShapeRid { get; set; }
Property Value
Transform
The queried shape's transform matrix.
public Transform3D Transform { get; set; }
Property Value
Methods
HasGodotClassMethod(in godot_string_name)
Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.
protected override bool HasGodotClassMethod(in godot_string_name method)
Parameters
method
godot_string_nameName of the method to check for.
Returns
HasGodotClassSignal(in godot_string_name)
Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.
protected override bool HasGodotClassSignal(in godot_string_name signal)
Parameters
signal
godot_string_nameName of the signal to check for.
Returns
InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)
Parameters
method
godot_string_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.