148 lines
6.4 KiB
XML
148 lines
6.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="RayCast2D" inherits="Node2D" version="4.0">
|
|
<brief_description>
|
|
Query the closest object intersecting a ray.
|
|
</brief_description>
|
|
<description>
|
|
A RayCast represents a line from its origin to its destination position, [member target_position]. It is used to query the 2D space in order to find the closest object along the path of the ray.
|
|
RayCast2D can ignore some objects by adding them to the exception list via [method add_exception], by setting proper filtering with collision layers, or by filtering object types with type masks.
|
|
RayCast2D can be configured to report collisions with [Area2D]s ([member collide_with_areas]) and/or [PhysicsBody2D]s ([member collide_with_bodies]).
|
|
Only enabled raycasts will be able to query the space and report collisions.
|
|
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.
|
|
</description>
|
|
<tutorials>
|
|
<link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
|
|
</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. 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] [member enabled] does not need to be [code]true[/code] for this to work.
|
|
</description>
|
|
</method>
|
|
<method name="get_collider" qualifiers="const">
|
|
<return type="Object">
|
|
</return>
|
|
<description>
|
|
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]).
|
|
</description>
|
|
</method>
|
|
<method name="get_collider_shape" qualifiers="const">
|
|
<return type="int">
|
|
</return>
|
|
<description>
|
|
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]).
|
|
</description>
|
|
</method>
|
|
<method name="get_collision_mask_bit" qualifiers="const">
|
|
<return type="bool">
|
|
</return>
|
|
<argument index="0" name="bit" type="int">
|
|
</argument>
|
|
<description>
|
|
Returns an individual bit on the collision mask.
|
|
</description>
|
|
</method>
|
|
<method name="get_collision_normal" qualifiers="const">
|
|
<return type="Vector2">
|
|
</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="Vector2">
|
|
</return>
|
|
<description>
|
|
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.
|
|
</description>
|
|
</method>
|
|
<method name="is_colliding" qualifiers="const">
|
|
<return type="bool">
|
|
</return>
|
|
<description>
|
|
Returns whether any object is intersecting with the ray's vector (considering the vector length).
|
|
</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>
|
|
<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>
|
|
Sets or clears individual bits on the collision mask. This makes selecting the areas scanned easier.
|
|
</description>
|
|
</method>
|
|
</methods>
|
|
<members>
|
|
<member name="target_position" type="Vector2" setter="set_target_position" getter="get_target_position" default="Vector2( 0, 50 )">
|
|
The ray's destination point, relative to the RayCast's [code]position[/code].
|
|
</member>
|
|
<member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false">
|
|
If [code]true[/code], collision with [Area2D]s will be reported.
|
|
</member>
|
|
<member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true">
|
|
If [code]true[/code], collision with [PhysicsBody2D]s will be reported.
|
|
</member>
|
|
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
|
|
The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
|
|
</member>
|
|
<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
|
|
If [code]true[/code], collisions will be reported.
|
|
</member>
|
|
<member name="exclude_parent" type="bool" setter="set_exclude_parent_body" getter="get_exclude_parent_body" default="true">
|
|
If [code]true[/code], the parent node will be excluded from collision detection.
|
|
</member>
|
|
</members>
|
|
<constants>
|
|
</constants>
|
|
</class>
|