/** * This class contains the shape and other parameters for 2D intersection/collision queries. * */ declare class Physics2DShapeQueryParameters extends Reference { /** * This class contains the shape and other parameters for 2D intersection/collision queries. * */ new(): Physics2DShapeQueryParameters; static "new"(): Physics2DShapeQueryParameters /** If [code]true[/code], the query will take [Area2D]s into account. */ collide_with_areas: boolean; /** If [code]true[/code], the query will take [PhysicsBody2D]s into account. */ collide_with_bodies: boolean; /** The physics layer(s) the query will take into account (as a bitmask). See [url=https://docs.godotengine.org/en/3.4/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. */ collision_layer: int; /** The list of objects or object [RID]s that will be excluded from collisions. */ exclude: any[]; /** The collision margin for the shape. */ margin: float; /** The motion of the shape being queried for. */ motion: Vector2; /** The queried shape's [RID]. See also [method set_shape]. */ shape_rid: RID; /** The queried shape's transform matrix. */ transform: Transform2D; /** Sets the [Shape2D] that will be used for collision/intersection queries. */ set_shape(shape: Resource): void; connect>(signal: T, method: SignalFunction): number; }