134 lines
7.0 KiB
XML
134 lines
7.0 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="RayCast2D" inherits="Node2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
|
|
<brief_description>
|
|
A ray in 2D space, used to find the first [CollisionObject2D] it intersects.
|
|
</brief_description>
|
|
<description>
|
|
A raycast represents a ray from its origin to its [member target_position] that finds the closest [CollisionObject2D] along its path, if it intersects any. This is useful for a lot of things, such as
|
|
[RayCast2D] can ignore some objects by adding them to an exception list, by making its detection reporting ignore [Area2D]s ([member collide_with_areas]) or [PhysicsBody2D]s ([member collide_with_bodies]), or by configuring physics layers.
|
|
[RayCast2D] 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 [RayCast2D] multiple times within the same physics frame, use [method force_raycast_update].
|
|
To sweep over a region of 2D space, you can approximate the region with multiple [RayCast2D]s or use [ShapeCast2D].
|
|
</description>
|
|
<tutorials>
|
|
<link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link>
|
|
</tutorials>
|
|
<methods>
|
|
<method name="add_exception">
|
|
<return type="void" />
|
|
<param index="0" name="node" type="CollisionObject2D" />
|
|
<description>
|
|
Adds a collision exception so the ray does not report collisions with the specified [CollisionObject2D] node.
|
|
</description>
|
|
</method>
|
|
<method name="add_exception_rid">
|
|
<return type="void" />
|
|
<param index="0" name="rid" type="RID" />
|
|
<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" />
|
|
<description>
|
|
Removes all collision exceptions for this ray.
|
|
</description>
|
|
</method>
|
|
<method name="force_raycast_update">
|
|
<return type="void" />
|
|
<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" />
|
|
<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_rid" qualifiers="const">
|
|
<return type="RID" />
|
|
<description>
|
|
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]).
|
|
</description>
|
|
</method>
|
|
<method name="get_collider_shape" qualifiers="const">
|
|
<return type="int" />
|
|
<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_value" qualifiers="const">
|
|
<return type="bool" />
|
|
<param index="0" name="layer_number" type="int" />
|
|
<description>
|
|
Returns whether or not the specified layer of the [member collision_mask] is enabled, given a [param layer_number] between 1 and 32.
|
|
</description>
|
|
</method>
|
|
<method name="get_collision_normal" qualifiers="const">
|
|
<return type="Vector2" />
|
|
<description>
|
|
Returns the normal of the intersecting object's shape at the collision point, or [code]Vector2(0, 0)[/code] if the ray starts inside the shape and [member hit_from_inside] is [code]true[/code].
|
|
</description>
|
|
</method>
|
|
<method name="get_collision_point" qualifiers="const">
|
|
<return type="Vector2" />
|
|
<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" />
|
|
<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" />
|
|
<param index="0" name="node" type="CollisionObject2D" />
|
|
<description>
|
|
Removes a collision exception so the ray does report collisions with the specified [CollisionObject2D] node.
|
|
</description>
|
|
</method>
|
|
<method name="remove_exception_rid">
|
|
<return type="void" />
|
|
<param index="0" name="rid" type="RID" />
|
|
<description>
|
|
Removes a collision exception so the ray does report collisions with the specified [RID].
|
|
</description>
|
|
</method>
|
|
<method name="set_collision_mask_value">
|
|
<return type="void" />
|
|
<param index="0" name="layer_number" type="int" />
|
|
<param index="1" name="value" type="bool" />
|
|
<description>
|
|
Based on [param value], enables or disables the specified layer in the [member collision_mask], given a [param layer_number] between 1 and 32.
|
|
</description>
|
|
</method>
|
|
</methods>
|
|
<members>
|
|
<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=$DOCS_URL/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>
|
|
<member name="hit_from_inside" type="bool" setter="set_hit_from_inside" getter="is_hit_from_inside_enabled" default="false">
|
|
If [code]true[/code], the ray will detect a hit when starting inside shapes. In this case the collision normal will be [code]Vector2(0, 0)[/code]. Does not affect concave polygon shapes.
|
|
</member>
|
|
<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>
|
|
</members>
|
|
</class>
|