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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "RayCast3D" inherits= "Node3D" version= "4.0" >
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<brief_description >
Query the closest object intersecting a ray.
</brief_description>
<description >
A RayCast represents a line from its origin to its destination position, [code]cast_to[/code]. It is used to query the 3D space in order to find the closest object along the path of the ray.
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RayCast3D can ignore some objects by adding them to the exception list via [code]add_exception[/code] or by setting proper filtering with collision layers and masks.
RayCast3D can be configured to report collisions with [Area3D]s ([member collide_with_areas]) and/or [PhysicsBody3D]s ([member collide_with_bodies]).
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Only enabled raycasts will be able to query the space and report collisions.
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RayCast3D calculates intersection every physics frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame), use [method force_raycast_update] after adjusting the raycast.
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</description>
<tutorials >
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<link > https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
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</tutorials>
<methods >
<method name= "add_exception" >
<return type= "void" >
</return>
<argument index= "0" name= "node" type= "Object" >
</argument>
<description >
Adds a collision exception so the ray does not report collisions with the specified node.
</description>
</method>
<method name= "add_exception_rid" >
<return type= "void" >
</return>
<argument index= "0" name= "rid" type= "RID" >
</argument>
<description >
Adds a collision exception so the ray does not report collisions with the specified [RID].
</description>
</method>
<method name= "clear_exceptions" >
<return type= "void" >
</return>
<description >
Removes all collision exceptions for this ray.
</description>
</method>
<method name= "force_raycast_update" >
<return type= "void" >
</return>
<description >
Updates the collision information for the ray.
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Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the ray or its parent has changed state.
[b]Note:[/b] [code]enabled == true[/code] is not required for this to work.
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</description>
</method>
<method name= "get_collider" qualifiers= "const" >
<return type= "Object" >
</return>
<description >
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Returns the first object that the ray intersects, or [code]null[/code] if no object is intersecting the ray (i.e. [method is_colliding] returns [code]false[/code]).
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</description>
</method>
<method name= "get_collider_shape" qualifiers= "const" >
<return type= "int" >
</return>
<description >
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Returns the shape ID of the first object that the ray intersects, or [code]0[/code] if no object is intersecting the ray (i.e. [method is_colliding] returns [code]false[/code]).
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</description>
</method>
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<method name= "get_collision_mask_bit" qualifiers= "const" >
<return type= "bool" >
</return>
<argument index= "0" name= "bit" type= "int" >
</argument>
<description >
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Returns [code]true[/code] if the bit index passed is turned on.
[b]Note:[/b] Bit indices range from 0-19.
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</description>
</method>
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<method name= "get_collision_normal" qualifiers= "const" >
<return type= "Vector3" >
</return>
<description >
Returns the normal of the intersecting object's shape at the collision point.
</description>
</method>
<method name= "get_collision_point" qualifiers= "const" >
<return type= "Vector3" >
</return>
<description >
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Returns the collision point at which the ray intersects the closest object.
[b]Note:[/b] This point is in the [b]global[/b] coordinate system.
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</description>
</method>
<method name= "is_colliding" qualifiers= "const" >
<return type= "bool" >
</return>
<description >
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Returns whether any object is intersecting with the ray's vector (considering the vector length).
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</description>
</method>
<method name= "remove_exception" >
<return type= "void" >
</return>
<argument index= "0" name= "node" type= "Object" >
</argument>
<description >
Removes a collision exception so the ray does report collisions with the specified node.
</description>
</method>
<method name= "remove_exception_rid" >
<return type= "void" >
</return>
<argument index= "0" name= "rid" type= "RID" >
</argument>
<description >
Removes a collision exception so the ray does report collisions with the specified [RID].
</description>
</method>
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<method name= "set_collision_mask_bit" >
<return type= "void" >
</return>
<argument index= "0" name= "bit" type= "int" >
</argument>
<argument index= "1" name= "value" type= "bool" >
</argument>
<description >
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Sets the bit index passed to the [code]value[/code] passed.
[b]Note:[/b] Bit indexes range from 0-19.
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</description>
</method>
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</methods>
<members >
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<member name= "cast_to" type= "Vector3" setter= "set_cast_to" getter= "get_cast_to" default= "Vector3( 0, -1, 0 )" >
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The ray's destination point, relative to the RayCast's [code]position[/code].
</member>
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<member name= "collide_with_areas" type= "bool" setter= "set_collide_with_areas" getter= "is_collide_with_areas_enabled" default= "false" >
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If [code]true[/code], collision with [Area3D]s will be reported.
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</member>
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<member name= "collide_with_bodies" type= "bool" setter= "set_collide_with_bodies" getter= "is_collide_with_bodies_enabled" default= "true" >
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If [code]true[/code], collision with [PhysicsBody3D]s will be reported.
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</member>
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<member name= "collision_mask" type= "int" setter= "set_collision_mask" getter= "get_collision_mask" default= "1" >
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The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected.
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</member>
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<member name= "enabled" type= "bool" setter= "set_enabled" getter= "is_enabled" default= "true" >
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If [code]true[/code], collisions will be reported.
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</member>
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<member name= "exclude_parent" type= "bool" setter= "set_exclude_parent_body" getter= "get_exclude_parent_body" default= "true" >
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If [code]true[/code], collisions will be ignored for this RayCast3D's immediate parent.
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</member>
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</members>
<constants >
</constants>
</class>