PhysicsShapeQueryParameters3D
Provides parameters for intersectShape(parameters:maxResults:)
.
class PhysicsShapeQueryParameters3D
By changing various properties of this object, such as the shape, you can configure the parameters for intersectShape(parameters:maxResults:)
.
Superclasses
class RefCounted
Base class for reference-counted objects.
Citizens in SwiftGodot
Conformances
protocol CustomStringConvertible
A type with a customized textual representation.
protocol Equatable
A type that can be compared for value equality.
protocol Hashable
A type that can be hashed into a
Hasher
to produce an integer hash value.protocol Identifiable<ID>
A class of types whose instances hold the value of an entity with stable identity.
protocol VariantRepresentable
Types that conform to VariantRepresentable can be stored directly in
Variant
with no conversion. These include all of the Variant types from Godot (for exampleGString
,Rect
,Plane
), Godot objects (those that subclass SwiftGodot.Object) as well as the built-in Swift types UInt8, Int64 and Double.protocol VariantStorable
Types that conform to VariantStorable can be stored in a Variant and can be extracted back out of a Variant.
Type members
Instance members
var collideWithAreas: Bool
If
true
, the query will takeArea3D
s into account.var collideWithBodies: Bool
If
true
, the query will takePhysicsBody3D
s into account.var collisionMask: UInt32
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: VariantCollection<RID>
The list of object
RID
s that will be excluded from collisions. UsegetRid
to get theRID
associated with aCollisionObject3D
-derived node.var margin: Double
The collision margin for the shape.
var motion: Vector3
The motion of the shape being queried for.
var shape: Resource?
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 overshapeRid
.var shapeRid: RID
The queried shape’s
RID
that will be used for collision/intersection queries. Use this overshape
if you want to optimize for performance using the Servers API:var transform: Transform3D
The queried shape’s transform matrix.