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- .. _doc_ray-casting:
- Ray-casting
- ===========
- Introduction
- ------------
- One of the most common tasks in game development is casting a ray (or
- custom shaped object) and checking what it hits. This enables complex
- behaviors, AI, etc. to take place. This tutorial will explain how to
- do this in 2D and 3D.
- Godot stores all the low-level game information in servers, while the
- scene is only a frontend. As such, ray casting is generally a
- lower-level task. For simple raycasts, nodes like
- :ref:`RayCast3D <class_RayCast3D>` and :ref:`RayCast2D <class_RayCast2D>`
- will work, as they return every frame what the result of a raycast
- is.
- Many times, though, ray-casting needs to be a more interactive process
- so a way to do this by code must exist.
- Space
- -----
- In the physics world, Godot stores all the low-level collision and
- physics information in a *space*. The current 2d space (for 2D Physics)
- can be obtained by accessing
- :ref:`CanvasItem.get_world_2d().space <class_CanvasItem_method_get_world_2d>`.
- For 3D, it's :ref:`Node3D.get_world_3d().space <class_Node3D_method_get_world_3d>`.
- The resulting space :ref:`RID <class_RID>` can be used in
- :ref:`PhysicsServer3D <class_PhysicsServer3D>` and
- :ref:`PhysicsServer2D <class_PhysicsServer2D>` respectively for 3D and 2D.
- Accessing space
- ---------------
- Godot physics runs by default in the same thread as game logic, but may
- be set to run on a separate thread to work more efficiently. Due to
- this, the only time accessing space is safe is during the
- :ref:`Node._physics_process() <class_Node_private_method__physics_process>`
- callback. Accessing it from outside this function may result in an error
- due to space being *locked*.
- To perform queries into physics space, the
- :ref:`PhysicsDirectSpaceState2D <class_PhysicsDirectSpaceState2D>`
- and :ref:`PhysicsDirectSpaceState3D <class_PhysicsDirectSpaceState3D>`
- must be used.
- Use the following code in 2D:
- .. tabs::
- .. code-tab:: gdscript GDScript
- func _physics_process(delta):
- var space_rid = get_world_2d().space
- var space_state = PhysicsServer2D.space_get_direct_state(space_rid)
- .. code-tab:: csharp
- public override void _PhysicsProcess(double delta)
- {
- var spaceRid = GetWorld2D().Space;
- var spaceState = PhysicsServer2D.SpaceGetDirectState(spaceRid);
- }
- Or more directly:
- .. tabs::
- .. code-tab:: gdscript GDScript
- func _physics_process(delta):
- var space_state = get_world_2d().direct_space_state
- .. code-tab:: csharp
- public override void _PhysicsProcess(double delta)
- {
- var spaceState = GetWorld2D().DirectSpaceState;
- }
- And in 3D:
- .. tabs::
- .. code-tab:: gdscript GDScript
- func _physics_process(delta):
- var space_state = get_world_3d().direct_space_state
- .. code-tab:: csharp
- public override void _PhysicsProcess(double delta)
- {
- var spaceState = GetWorld3D().DirectSpaceState;
- }
- Raycast query
- -------------
- For performing a 2D raycast query, the method
- :ref:`PhysicsDirectSpaceState2D.intersect_ray() <class_PhysicsDirectSpaceState2D_method_intersect_ray>`
- may be used. For example:
- .. tabs::
- .. code-tab:: gdscript GDScript
- func _physics_process(delta):
- var space_state = get_world_2d().direct_space_state
- # use global coordinates, not local to node
- var query = PhysicsRayQueryParameters2D.create(Vector2(0, 0), Vector2(50, 100))
- var result = space_state.intersect_ray(query)
- .. code-tab:: csharp
- public override void _PhysicsProcess(double delta)
- {
- var spaceState = GetWorld2D().DirectSpaceState;
- // use global coordinates, not local to node
- var query = PhysicsRayQueryParameters2D.Create(Vector2.Zero, new Vector2(50, 100));
- var result = spaceState.IntersectRay(query);
- }
- The result is a dictionary. If the ray didn't hit anything, the dictionary will
- be empty. If it did hit something, it will contain collision information:
- .. tabs::
- .. code-tab:: gdscript GDScript
- if result:
- print("Hit at point: ", result.position)
- .. code-tab:: csharp
- if (result.Count > 0)
- GD.Print("Hit at point: ", result["position"]);
- The ``result`` dictionary when a collision occurs contains the following
- data:
- ::
- {
- position: Vector2 # point in world space for collision
- normal: Vector2 # normal in world space for collision
- collider: Object # Object collided or null (if unassociated)
- collider_id: ObjectID # Object it collided against
- rid: RID # RID it collided against
- shape: int # shape index of collider
- metadata: Variant() # metadata of collider
- }
- The data is similar in 3D space, using Vector3 coordinates. Note that to enable collisions
- with Area3D, the boolean parameter ``collide_with_areas`` must be set to ``true``.
- .. tabs::
- .. code-tab:: gdscript GDScript
- const RAY_LENGTH = 1000
- func _physics_process(delta):
- var space_state = get_world_3d().direct_space_state
- var cam = $Camera3D
- var mousepos = get_viewport().get_mouse_position()
- var origin = cam.project_ray_origin(mousepos)
- var end = origin + cam.project_ray_normal(mousepos) * RAY_LENGTH
- var query = PhysicsRayQueryParameters3D.create(origin, end)
- query.collide_with_areas = true
- var result = space_state.intersect_ray(query)
- .. code-tab:: csharp
- private const int RayLength = 1000;
- public override void _PhysicsProcess(double delta)
- {
- var spaceState = GetWorld3D().DirectSpaceState;
- var cam = GetNode<Camera3D>("Camera3D");
- var mousePos = GetViewport().GetMousePosition();
- var origin = cam.ProjectRayOrigin(mousePos);
- var end = origin + cam.ProjectRayNormal(mousePos) * RayLength;
- var query = PhysicsRayQueryParameters3D.Create(origin, end);
- query.CollideWithAreas = true;
- var result = spaceState.IntersectRay(query);
- }
- Collision exceptions
- --------------------
- A common use case for ray casting is to enable a character to gather data
- about the world around it. One problem with this is that the same character
- has a collider, so the ray will only detect its parent's collider,
- as shown in the following image:
- .. image:: img/raycast_falsepositive.webp
- To avoid self-intersection, the ``intersect_ray()`` parameters object can take an
- array of exceptions via its ``exclude`` property. This is an example of how to use it
- from a CharacterBody2D or any other collision object node:
- .. tabs::
- .. code-tab:: gdscript GDScript
- extends CharacterBody2D
- func _physics_process(delta):
- var space_state = get_world_2d().direct_space_state
- var query = PhysicsRayQueryParameters2D.create(global_position, player_position)
- query.exclude = [self]
- var result = space_state.intersect_ray(query)
- .. code-tab:: csharp
- using Godot;
- public partial class MyCharacterBody2D : CharacterBody2D
- {
- public override void _PhysicsProcess(double delta)
- {
- var spaceState = GetWorld2D().DirectSpaceState;
- var query = PhysicsRayQueryParameters2D.Create(globalPosition, playerPosition);
- query.Exclude = new Godot.Collections.Array<Rid> { GetRid() };
- var result = spaceState.IntersectRay(query);
- }
- }
- The exceptions array can contain objects or RIDs.
- Collision Mask
- --------------
- While the exceptions method works fine for excluding the parent body, it becomes
- very inconvenient if you need a large and/or dynamic list of exceptions. In
- this case, it is much more efficient to use the collision layer/mask system.
- The ``intersect_ray()`` parameters object can also be supplied a collision mask.
- For example, to use the same mask as the parent body, use the ``collision_mask``
- member variable. The array of exceptions can be supplied as the last argument as well:
- .. tabs::
- .. code-tab:: gdscript GDScript
- extends CharacterBody2D
- func _physics_process(delta):
- var space_state = get_world_2d().direct_space_state
- var query = PhysicsRayQueryParameters2D.create(global_position, target_position,
- collision_mask, [self])
- var result = space_state.intersect_ray(query)
- .. code-tab:: csharp
- using Godot;
- public partial class MyCharacterBody2D : CharacterBody2D
- {
- public override void _PhysicsProcess(double delta)
- {
- var spaceState = GetWorld2D().DirectSpaceState;
- var query = PhysicsRayQueryParameters2D.Create(globalPosition, targetPosition,
- CollisionMask, new Godot.Collections.Array<Rid> { GetRid() });
- var result = spaceState.IntersectRay(query);
- }
- }
- See :ref:`doc_physics_introduction_collision_layer_code_example` for details on how to set the collision mask.
- 3D ray casting from screen
- --------------------------
- Casting a ray from screen to 3D physics space is useful for object
- picking. There is not much need to do this because
- :ref:`CollisionObject3D <class_CollisionObject3D>`
- has an "input_event" signal that will let you know when it was clicked,
- but in case there is any desire to do it manually, here's how.
- To cast a ray from the screen, you need a :ref:`Camera3D <class_Camera3D>`
- node. A ``Camera3D`` can be in two projection modes: perspective and
- orthogonal. Because of this, both the ray origin and direction must be
- obtained. This is because ``origin`` changes in orthogonal mode, while
- ``normal`` changes in perspective mode:
- .. image:: img/raycast_projection.png
- To obtain it using a camera, the following code can be used:
- .. tabs::
- .. code-tab:: gdscript GDScript
- const RAY_LENGTH = 1000.0
- func _input(event):
- if event is InputEventMouseButton and event.pressed and event.button_index == 1:
- var camera3d = $Camera3D
- var from = camera3d.project_ray_origin(event.position)
- var to = from + camera3d.project_ray_normal(event.position) * RAY_LENGTH
- .. code-tab:: csharp
- private const float RayLength = 1000.0f;
- public override void _Input(InputEvent @event)
- {
- if (@event is InputEventMouseButton eventMouseButton && eventMouseButton.Pressed && eventMouseButton.ButtonIndex == MouseButton.Left)
- {
- var camera3D = GetNode<Camera3D>("Camera3D");
- var from = camera3D.ProjectRayOrigin(eventMouseButton.Position);
- var to = from + camera3D.ProjectRayNormal(eventMouseButton.Position) * RayLength;
- }
- }
- Remember that during ``_input()``, the space may be locked, so in practice
- this query should be run in ``_physics_process()``.
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