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- .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
- .. DO NOT EDIT THIS FILE, but the RayCast2D.xml source instead.
- .. The source is found in doc/classes or modules/<name>/doc_classes.
- .. _class_RayCast2D:
- RayCast2D
- =========
- **Inherits:** :ref:`Node2D<class_node2d>` **<** :ref:`CanvasItem<class_canvasitem>` **<** :ref:`Node<class_node>` **<** :ref:`Object<class_object>`
- **Category:** Core
- Brief Description
- -----------------
- Query the closest object intersecting a ray.
- Member Functions
- ----------------
- +--------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`add_exception<class_RayCast2D_add_exception>` **(** :ref:`Object<class_object>` node **)** |
- +--------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`add_exception_rid<class_RayCast2D_add_exception_rid>` **(** :ref:`RID<class_rid>` rid **)** |
- +--------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`clear_exceptions<class_RayCast2D_clear_exceptions>` **(** **)** |
- +--------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`force_raycast_update<class_RayCast2D_force_raycast_update>` **(** **)** |
- +--------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Object<class_object>` | :ref:`get_collider<class_RayCast2D_get_collider>` **(** **)** const |
- +--------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`int<class_int>` | :ref:`get_collider_shape<class_RayCast2D_get_collider_shape>` **(** **)** const |
- +--------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`bool<class_bool>` | :ref:`get_collision_mask_bit<class_RayCast2D_get_collision_mask_bit>` **(** :ref:`int<class_int>` bit **)** const |
- +--------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Vector2<class_vector2>` | :ref:`get_collision_normal<class_RayCast2D_get_collision_normal>` **(** **)** const |
- +--------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Vector2<class_vector2>` | :ref:`get_collision_point<class_RayCast2D_get_collision_point>` **(** **)** const |
- +--------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`bool<class_bool>` | :ref:`is_colliding<class_RayCast2D_is_colliding>` **(** **)** const |
- +--------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`remove_exception<class_RayCast2D_remove_exception>` **(** :ref:`Object<class_object>` node **)** |
- +--------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`remove_exception_rid<class_RayCast2D_remove_exception_rid>` **(** :ref:`RID<class_rid>` rid **)** |
- +--------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`set_collision_mask_bit<class_RayCast2D_set_collision_mask_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
- +--------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------+
- Member Variables
- ----------------
- .. _class_RayCast2D_cast_to:
- - :ref:`Vector2<class_vector2>` **cast_to** - The ray's destination point, relative to the RayCast's ``position``.
- .. _class_RayCast2D_collision_mask:
- - :ref:`int<class_int>` **collision_mask** - The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected.
- .. _class_RayCast2D_enabled:
- - :ref:`bool<class_bool>` **enabled** - If ``true``, collisions will be reported. Default value: ``false``.
- .. _class_RayCast2D_exclude_parent:
- - :ref:`bool<class_bool>` **exclude_parent** - If ``true``, the parent node will be excluded from collision detection. Default value: ``true``.
- Description
- -----------
- A RayCast represents a line from its origin to its destination position, ``cast_to``. 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 ``add_exception``, 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 :ref:`Node<class_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 :ref:`force_raycast_update<class_RayCast2D_force_raycast_update>` after adjusting the raycast.
- Member Function Description
- ---------------------------
- .. _class_RayCast2D_add_exception:
- - void **add_exception** **(** :ref:`Object<class_object>` node **)**
- Adds a collision exception so the ray does not report collisions with the specified node.
- .. _class_RayCast2D_add_exception_rid:
- - void **add_exception_rid** **(** :ref:`RID<class_rid>` rid **)**
- Adds a collision exception so the ray does not report collisions with the specified :ref:`RID<class_rid>`.
- .. _class_RayCast2D_clear_exceptions:
- - void **clear_exceptions** **(** **)**
- Removes all collision exceptions for this ray.
- .. _class_RayCast2D_force_raycast_update:
- - void **force_raycast_update** **(** **)**
- Updates the collision information for the ray. Use this method to update the collision information immediately instead of waiting for the next ``_physics_process`` call, for example if the ray or its parent has changed state. Note: ``enabled == true`` is not required for this to work.
- .. _class_RayCast2D_get_collider:
- - :ref:`Object<class_object>` **get_collider** **(** **)** const
- 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 :ref:`is_colliding<class_RayCast2D_is_colliding>` to check if the object returned is actually colliding with the ray.
- Example:
- ::
- if RayCast2D.is_colliding():
- var collider = RayCast2D.get_collider()
- .. _class_RayCast2D_get_collider_shape:
- - :ref:`int<class_int>` **get_collider_shape** **(** **)** const
- 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 :ref:`is_colliding<class_RayCast2D_is_colliding>` to check if the object returned is actually colliding with the ray.
- Example:
- ::
- if RayCast2D.is_colliding():
- var shape = RayCast2D.get_collider_shape()
- .. _class_RayCast2D_get_collision_mask_bit:
- - :ref:`bool<class_bool>` **get_collision_mask_bit** **(** :ref:`int<class_int>` bit **)** const
- Return an individual bit on the collision mask.
- .. _class_RayCast2D_get_collision_normal:
- - :ref:`Vector2<class_vector2>` **get_collision_normal** **(** **)** const
- Returns the normal of the intersecting object's shape at the collision point.
- .. _class_RayCast2D_get_collision_point:
- - :ref:`Vector2<class_vector2>` **get_collision_point** **(** **)** const
- Returns the collision point at which the ray intersects the closest object. Note: this point is in the **global** coordinate system.
- .. _class_RayCast2D_is_colliding:
- - :ref:`bool<class_bool>` **is_colliding** **(** **)** const
- Return whether the closest object the ray is pointing to is colliding with the vector (considering the vector length).
- .. _class_RayCast2D_remove_exception:
- - void **remove_exception** **(** :ref:`Object<class_object>` node **)**
- Removes a collision exception so the ray does report collisions with the specified node.
- .. _class_RayCast2D_remove_exception_rid:
- - void **remove_exception_rid** **(** :ref:`RID<class_rid>` rid **)**
- Removes a collision exception so the ray does report collisions with the specified :ref:`RID<class_rid>`.
- .. _class_RayCast2D_set_collision_mask_bit:
- - void **set_collision_mask_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
- Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.
|