81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
142 lines
8.1 KiB
XML
142 lines
8.1 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="RayCast3D" inherits="Node3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A ray in 3D space, used to find the first [CollisionObject3D] it intersects.
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</brief_description>
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<description>
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A raycast represents a ray from its origin to its [member target_position] that finds the closest [CollisionObject3D] along its path, if it intersects any. This is useful for a lot of things, such as
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[RayCast3D] can ignore some objects by adding them to an exception list, by making its detection reporting ignore [Area3D]s ([member collide_with_areas]) or [PhysicsBody3D]s ([member collide_with_bodies]), or by configuring physics layers.
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[RayCast3D] calculates intersection every physics frame, and it holds the result until the next physics frame. For an immediate raycast, or if you want to configure a [RayCast3D] multiple times within the same physics frame, use [method force_raycast_update].
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To sweep over a region of 3D space, you can approximate the region with multiple [RayCast3D]s or use [ShapeCast3D].
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</description>
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<tutorials>
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<link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link>
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<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
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</tutorials>
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<methods>
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<method name="add_exception">
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<return type="void" />
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<param index="0" name="node" type="CollisionObject3D" />
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<description>
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Adds a collision exception so the ray does not report collisions with the specified [CollisionObject3D] node.
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</description>
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</method>
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<method name="add_exception_rid">
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<return type="void" />
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<param index="0" name="rid" type="RID" />
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<description>
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Adds a collision exception so the ray does not report collisions with the specified [RID].
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</description>
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</method>
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<method name="clear_exceptions">
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<return type="void" />
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<description>
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Removes all collision exceptions for this ray.
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</description>
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</method>
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<method name="force_raycast_update">
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<return type="void" />
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<description>
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Updates the collision information for the ray. 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.
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[b]Note:[/b] [member enabled] does not need to be [code]true[/code] for this to work.
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</description>
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</method>
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<method name="get_collider" qualifiers="const">
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<return type="Object" />
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<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>
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</method>
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<method name="get_collider_rid" qualifiers="const">
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<return type="RID" />
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<description>
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Returns the [RID] of the first object that the ray intersects, or an empty [RID] if no object is intersecting the ray (i.e. [method is_colliding] returns [code]false[/code]).
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</description>
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</method>
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<method name="get_collider_shape" qualifiers="const">
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<return type="int" />
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<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>
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</method>
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<method name="get_collision_mask_value" qualifiers="const">
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<return type="bool" />
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<param index="0" name="layer_number" type="int" />
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<description>
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Returns whether or not the specified layer of the [member collision_mask] is enabled, given a [param layer_number] between 1 and 32.
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</description>
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</method>
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<method name="get_collision_normal" qualifiers="const">
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<return type="Vector3" />
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<description>
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Returns the normal of the intersecting object's shape at the collision point, or [code]Vector3(0, 0, 0)[/code] if the ray starts inside the shape and [member hit_from_inside] is [code]true[/code].
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</description>
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</method>
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<method name="get_collision_point" qualifiers="const">
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<return type="Vector3" />
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<description>
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Returns the collision point at which the ray intersects the closest object.
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[b]Note:[/b] This point is in the [b]global[/b] coordinate system.
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</description>
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</method>
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<method name="is_colliding" qualifiers="const">
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<return type="bool" />
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<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>
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</method>
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<method name="remove_exception">
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<return type="void" />
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<param index="0" name="node" type="CollisionObject3D" />
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<description>
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Removes a collision exception so the ray does report collisions with the specified [CollisionObject3D] node.
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</description>
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</method>
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<method name="remove_exception_rid">
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<return type="void" />
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<param index="0" name="rid" type="RID" />
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<description>
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Removes a collision exception so the ray does report collisions with the specified [RID].
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</description>
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</method>
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<method name="set_collision_mask_value">
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<return type="void" />
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<param index="0" name="layer_number" type="int" />
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<param index="1" name="value" type="bool" />
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<description>
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Based on [param value], enables or disables the specified layer in the [member collision_mask], given a [param layer_number] between 1 and 32.
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</description>
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</method>
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</methods>
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<members>
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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. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
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</member>
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<member name="debug_shape_custom_color" type="Color" setter="set_debug_shape_custom_color" getter="get_debug_shape_custom_color" default="Color(0, 0, 0, 1)">
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The custom color to use to draw the shape in the editor and at run-time if [b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This color will be highlighted at run-time if the [RayCast3D] is colliding with something.
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If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in [member ProjectSettings.debug/shapes/collision/shape_color] is used.
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</member>
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<member name="debug_shape_thickness" type="int" setter="set_debug_shape_thickness" getter="get_debug_shape_thickness" default="2">
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If set to [code]1[/code], a line is used as the debug shape. Otherwise, a truncated pyramid is drawn to represent the [RayCast3D]. Requires [b]Visible Collision Shapes[/b] to be enabled in the [b]Debug[/b] menu for the debug shape to be visible at run-time.
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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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<member name="hit_from_inside" type="bool" setter="set_hit_from_inside" getter="is_hit_from_inside_enabled" default="false">
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If [code]true[/code], the ray will detect a hit when starting inside shapes. In this case the collision normal will be [code]Vector3(0, 0, 0)[/code]. Does not affect shapes with no volume like concave polygon or heightmap.
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</member>
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<member name="target_position" type="Vector3" setter="set_target_position" getter="get_target_position" default="Vector3(0, -1, 0)">
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The ray's destination point, relative to the RayCast's [code]position[/code].
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</member>
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</members>
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</class>
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