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- <?xml version="1.0" encoding="UTF-8" ?>
- <class name="RayCast2D" inherits="Node2D" category="Core" version="3.0.alpha.custom_build">
- <brief_description>
- Query the closest object intersecting a ray.
- </brief_description>
- <description>
- 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.
- 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.
- 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>
- </tutorials>
- <demos>
- </demos>
- <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. Note: [code]enabled == true[/code] is not required for this to work.
- </description>
- </method>
- <method name="get_cast_to" qualifiers="const">
- <return type="Vector2">
- </return>
- <description>
- Return the destination point of this ray object.
- </description>
- </method>
- <method name="get_collider" qualifiers="const">
- <return type="Object">
- </return>
- <description>
- 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.
- Example:
- [codeblock]
- if RayCast2D.is_colliding():
- var collider = RayCast2D.get_collider()
- [/codeblock]
- </description>
- </method>
- <method name="get_collider_shape" qualifiers="const">
- <return type="int">
- </return>
- <description>
- 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.
- Example:
- [codeblock]
- if RayCast2D.is_colliding():
- var shape = RayCast2D.get_collider_shape()
- [/codeblock]
- </description>
- </method>
- <method name="get_collision_mask" qualifiers="const">
- <return type="int">
- </return>
- <description>
- Returns the collision mask for this ray.
- </description>
- </method>
- <method name="get_collision_mask_bit" qualifiers="const">
- <return type="bool">
- </return>
- <argument index="0" name="bit" type="int">
- </argument>
- <description>
- </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. Note: this point is in the [b]global[/b] coordinate system.
- </description>
- </method>
- <method name="get_exclude_parent_body" qualifiers="const">
- <return type="bool">
- </return>
- <description>
- Returns whether this ray should hit your parent node, if it's a body.
- </description>
- </method>
- <method name="get_type_mask" qualifiers="const">
- <return type="int">
- </return>
- <description>
- Returns the type mask (types of objects to detect) for this ray. The value is a sum (bitwise OR'd) of constants available for [Physics2DDirectSpaceState].
- </description>
- </method>
- <method name="is_colliding" qualifiers="const">
- <return type="bool">
- </return>
- <description>
- Return whether the closest object the ray is pointing to is colliding with the vector (considering the vector length).
- </description>
- </method>
- <method name="is_enabled" qualifiers="const">
- <return type="bool">
- </return>
- <description>
- Returns whether this raycast is enabled or not.
- </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_cast_to">
- <return type="void">
- </return>
- <argument index="0" name="local_point" type="Vector2">
- </argument>
- <description>
- Sets the ray destination point, so that the ray will test from the ray's origin to [code]local_point[/code]
- </description>
- </method>
- <method name="set_collision_mask">
- <return type="void">
- </return>
- <argument index="0" name="mask" type="int">
- </argument>
- <description>
- Set the mask to filter objects. Only objects in at least one collision layer enabled in the mask will be detected.
- </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>
- </description>
- </method>
- <method name="set_enabled">
- <return type="void">
- </return>
- <argument index="0" name="enabled" type="bool">
- </argument>
- <description>
- Enables the RayCast2D. Only enabled raycasts will be able to query the space and report collisions.
- </description>
- </method>
- <method name="set_exclude_parent_body">
- <return type="void">
- </return>
- <argument index="0" name="mask" type="bool">
- </argument>
- <description>
- Toggle whether this ray should hit your parent node, if it's a body.
- </description>
- </method>
- <method name="set_type_mask">
- <return type="void">
- </return>
- <argument index="0" name="mask" type="int">
- </argument>
- <description>
- Set the types of objects to detect. For [code]mask[/code] use a logic sum (OR operation) of constants defined in [Physics2DDirectSpaceState], eg. [code]Physics2DDirectSpaceState.TYPE_MASK_STATIC_BODY | Physics2DDirectSpaceState.TYPE_MASK_KINEMATIC_BODY[/code] to detect only those two types.
- </description>
- </method>
- </methods>
- <members>
- <member name="cast_to" type="Vector2" setter="set_cast_to" getter="get_cast_to">
- The ray's destination point, relative to the RayCast's [code]position[/code].
- </member>
- <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
- The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected.
- </member>
- <member name="enabled" type="bool" setter="set_enabled" getter="is_enabled">
- If [code]true[/code], collisions will be reported. Default value: [code]false[/code].
- </member>
- <member name="exclude_parent" type="bool" setter="set_exclude_parent_body" getter="get_exclude_parent_body">
- If [code]true[/code], the parent node will be excluded from collision detection. Default value: [code]true[/code].
- </member>
- <member name="type_mask" type="int" setter="set_type_mask" getter="get_type_mask">
- Object types to detect using a logical sum (OR operation) of type constants defined in [Physics2DDirectSpaceState].
- Example:
- [codeblock]
- RayCast.type_mask = Physics2DDirectSpaceState.TYPE_MASK_STATIC_BODY | Physics2DDirectSpaceState.TYPE_MASK_KINEMATIC_BODY
- [/codeblock]
- </member>
- </members>
- <constants>
- </constants>
- </class>
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