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).
175 lines
9.5 KiB
XML
175 lines
9.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ShapeCast3D" 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 3D shape that sweeps a region of space to detect [CollisionObject3D]s.
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</brief_description>
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<description>
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Shape casting allows to detect collision objects by sweeping its [member shape] along the cast direction determined by [member target_position]. This is similar to [RayCast3D], but it allows for sweeping a region of space, rather than just a straight line. [ShapeCast3D] can detect multiple collision objects. It is useful for things like wide laser beams or snapping a simple shape to a floor.
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Immediate collision overlaps can be done with the [member target_position] set to [code]Vector3(0, 0, 0)[/code] and by calling [method force_shapecast_update] within the same physics frame. This helps to overcome some limitations of [Area3D] when used as an instantaneous detection area, as collision information isn't immediately available to it.
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[b]Note:[/b] Shape casting is more computationally expensive than ray casting.
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</description>
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<tutorials>
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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 shape 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 shape 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 [ShapeCast3D].
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</description>
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</method>
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<method name="force_shapecast_update">
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<return type="void" />
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<description>
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Updates the collision information for the shape. Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the shape or its parent has changed state.
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[b]Note:[/b] [code]enabled == true[/code] is not required for this to work.
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</description>
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</method>
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<method name="get_closest_collision_safe_fraction" qualifiers="const">
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<return type="float" />
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<description>
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The fraction from the [ShapeCast3D]'s origin to its [member target_position] (between 0 and 1) of how far the shape can move without triggering a collision.
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</description>
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</method>
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<method name="get_closest_collision_unsafe_fraction" qualifiers="const">
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<return type="float" />
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<description>
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The fraction from the [ShapeCast3D]'s origin to its [member target_position] (between 0 and 1) of how far the shape must move to trigger a collision.
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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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<param index="0" name="index" type="int" />
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<description>
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Returns the collided [Object] of one of the multiple collisions at [param index], or [code]null[/code] if no object is intersecting the shape (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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<param index="0" name="index" type="int" />
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<description>
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Returns the [RID] of the collided object of one of the multiple collisions at [param index].
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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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<param index="0" name="index" type="int" />
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<description>
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Returns the shape ID of the colliding shape of one of the multiple collisions at [param index], or [code]0[/code] if no object is intersecting the shape (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_count" qualifiers="const">
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<return type="int" />
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<description>
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The number of collisions detected at the point of impact. Use this to iterate over multiple collisions as provided by [method get_collider], [method get_collider_shape], [method get_collision_point], and [method get_collision_normal] methods.
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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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<param index="0" name="index" type="int" />
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<description>
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Returns the normal of one of the multiple collisions at [param index] of the intersecting object.
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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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<param index="0" name="index" type="int" />
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<description>
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Returns the collision point of one of the multiple collisions at [param index] where the shape intersects the colliding 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 shape'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 shape 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 shape does report collisions with the specified [RID].
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</description>
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</method>
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<method name="resource_changed">
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<return type="void" />
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<param index="0" name="resource" type="Resource" />
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<description>
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This method is used internally to update the debug gizmo in the editor. Any code placed in this function will be called whenever the [member shape] resource is modified.
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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 shape'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="collision_result" type="Array" setter="" getter="_get_collision_result" default="[]">
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Returns the complete collision information from the collision sweep. The data returned is the same as in the [method PhysicsDirectSpaceState3D.get_rest_info] method.
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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 [ShapeCast3D] 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="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], the parent node will be excluded from collision detection.
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</member>
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<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0">
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The collision margin for the shape. A larger margin helps detecting collisions more consistently, at the cost of precision.
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</member>
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<member name="max_results" type="int" setter="set_max_results" getter="get_max_results" default="32">
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The number of intersections can be limited with this parameter, to reduce the processing time.
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</member>
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<member name="shape" type="Shape3D" setter="set_shape" getter="get_shape">
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The [Shape3D]-derived shape to be used for collision queries.
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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 shape's destination point, relative to this node's [code]position[/code].
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</member>
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</members>
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</class>
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