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PhysicsRayQueryParameters2D

Table of contents

PhysicsRayQueryParameters2D #

is_refcounted, is_instantiable, core, not_builtin_classes

Provides parameters for PhysicsDirectSpaceState2D.intersect_ray.

By changing various properties of this object, such as the ray position, you can configure the parameters for PhysicsDirectSpaceState2D.intersect_ray.

Members #

var collide_with_areas: bool = false#

If true, the query will take Area2Ds into account.

var collide_with_bodies: bool = true#

If true, the query will take PhysicsBody2Ds into account.

var collision_mask: int = 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.

var exclude: RID[] = []#

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.

Note: The returned array is copied and any changes to it will not update the original property value. To update the value you need to modify the returned array, and then assign it to the property again.

var from: Vector2 = Vector2(0, 0)#

The starting point of the ray being queried for, in global coordinates.

var hit_from_inside: bool = false#

If true, the query will detect a hit when starting inside shapes. In this case the collision normal will be Vector2(0, 0). Does not affect concave polygon shapes.

var to: Vector2 = Vector2(0, 0)#

The ending point of the ray being queried for, in global coordinates.

Methods #

static func create(exclude: RID[] = []) -> PhysicsRayQueryParameters2D#

Returns a new, pre-configured PhysicsRayQueryParameters2D object. Use it to quickly create query parameters using the most common options.

var query = PhysicsRayQueryParameters2D.create(global_position, global_position + Vector2(0, 100))
var collision = get_world_2d().direct_space_state.intersect_ray(query)

Annotations #

Constants #

Constructors #

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