RayCast2D: Fix reporting old collider after collision ended
It now behaves the same as RayCast (3D).
Fixed documentation accordingly and documented new configuration options.
Supersedes and closes #20567.
(cherry picked from commit 449fcc5a72
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@ -6,6 +6,7 @@
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<description>
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<description>
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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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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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RayCast can ignore some objects by adding them to the exception list via [code]add_exception[/code], by setting proper filtering with collision layers, or by filtering object types with type masks.
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RayCast can ignore some objects by adding them to the exception list via [code]add_exception[/code], by setting proper filtering with collision layers, or by filtering object types with type masks.
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RayCast can be configured to report collisions with [Area]s ([member collide_with_areas]) and/or [PhysicsBody]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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Only enabled raycasts will be able to query the space and report collisions.
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RayCast 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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RayCast 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>
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</description>
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@ -51,24 +52,14 @@
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<return type="Object">
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<return type="Object">
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</return>
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</return>
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<description>
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<description>
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Return the closest object the ray is pointing to. Note that this does not consider the length of the ray, so you must also use [method is_colliding] to check if the object returned is actually colliding with the ray.
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Return 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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Example:
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[codeblock]
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if RayCast.is_colliding():
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var collider = RayCast.get_collider()
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[/codeblock]
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</description>
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</description>
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</method>
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</method>
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<method name="get_collider_shape" qualifiers="const">
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<method name="get_collider_shape" qualifiers="const">
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<return type="int">
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<return type="int">
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</return>
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</return>
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<description>
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<description>
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Returns the collision shape of the closest object the ray is pointing to. Note that this does not consider the length of the ray, so you must also use [method is_colliding] to check if the object returned is actually colliding with the ray.
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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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Example:
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[codeblock]
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if RayCast.is_colliding():
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var shape = RayCast.get_collider_shape()
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[/codeblock]
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</description>
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</description>
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</method>
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</method>
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<method name="get_collision_mask_bit" qualifiers="const">
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<method name="get_collision_mask_bit" qualifiers="const">
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@ -98,7 +89,7 @@
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<return type="bool">
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<return type="bool">
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</return>
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</return>
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<description>
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<description>
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Return whether the closest object the ray is pointing to is colliding with the vector (considering the vector length).
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Return whether any object is intersecting with the ray's vector (considering the vector length).
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</description>
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</description>
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</method>
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</method>
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<method name="remove_exception">
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<method name="remove_exception">
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@ -6,6 +6,7 @@
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<description>
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<description>
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A RayCast represents a line from its origin to its destination position, [code]cast_to[/code]. It is used to query the 2D space in order to find the closest object along the path of the ray.
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A RayCast represents a line from its origin to its destination position, [code]cast_to[/code]. It is used to query the 2D space in order to find the closest object along the path of the ray.
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RayCast2D can ignore some objects by adding them to the exception list via [code]add_exception[/code], by setting proper filtering with collision layers, or by filtering object types with type masks.
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RayCast2D can ignore some objects by adding them to the exception list via [code]add_exception[/code], by setting proper filtering with collision layers, or by filtering object types with type masks.
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RayCast2D can be configured to report collisions with [Area2D]s ([member collide_with_areas]) and/or [PhysicsBody2D]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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Only enabled raycasts will be able to query the space and report collisions.
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RayCast2D 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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RayCast2D 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>
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</description>
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@ -50,24 +51,14 @@
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<return type="Object">
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<return type="Object">
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</return>
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</return>
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<description>
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<description>
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Returns the closest object the ray is pointing to. Note that this does not consider the length of the ray, so you must also use [method is_colliding] to check if the object returned is actually colliding with the ray.
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Return 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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Example:
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[codeblock]
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if RayCast2D.is_colliding():
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var collider = RayCast2D.get_collider()
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[/codeblock]
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</description>
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</description>
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</method>
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</method>
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<method name="get_collider_shape" qualifiers="const">
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<method name="get_collider_shape" qualifiers="const">
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<return type="int">
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<return type="int">
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</return>
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</return>
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<description>
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<description>
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Returns the collision shape of the closest object the ray is pointing to. Note that this does not consider the length of the ray, so you must also use [method is_colliding] to check if the object returned is actually colliding with the ray.
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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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Example:
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[codeblock]
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if RayCast2D.is_colliding():
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var shape = RayCast2D.get_collider_shape()
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[/codeblock]
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</description>
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</description>
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</method>
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</method>
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<method name="get_collision_mask_bit" qualifiers="const">
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<method name="get_collision_mask_bit" qualifiers="const">
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@ -97,7 +88,7 @@
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<return type="bool">
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<return type="bool">
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</return>
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</return>
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<description>
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<description>
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Return whether the closest object the ray is pointing to is colliding with the vector (considering the vector length).
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Return whether any object is intersecting with the ray's vector (considering the vector length).
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</description>
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</description>
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</method>
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</method>
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<method name="remove_exception">
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<method name="remove_exception">
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@ -218,6 +218,8 @@ void RayCast2D::_update_raycast_state() {
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against_shape = rr.shape;
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against_shape = rr.shape;
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} else {
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} else {
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collided = false;
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collided = false;
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against = 0;
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against_shape = 0;
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}
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}
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}
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}
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