123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128 |
- <?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>
- 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.
- 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>$DOCS_URL/tutorials/physics/ray-casting.html</link>
- </tutorials>
- <methods>
- <method name="add_exception">
- <return type="void" />
- <argument index="0" name="node" type="Object" />
- <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" />
- <argument 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] [code]enabled[/code] is not required 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_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_bit" qualifiers="const">
- <return type="bool" />
- <argument index="0" name="bit" type="int" />
- <description>
- Returns an individual bit on the collision mask.
- </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.
- </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" />
- <argument index="0" name="node" type="Object" />
- <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" />
- <argument 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_bit">
- <return type="void" />
- <argument index="0" name="bit" type="int" />
- <argument index="1" name="value" type="bool" />
- <description>
- Sets or clears individual bits on the collision mask. This makes selecting the areas scanned easier.
- </description>
- </method>
- </methods>
- <members>
- <member name="cast_to" type="Vector2" setter="set_cast_to" getter="get_cast_to" 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=$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="false">
- 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>
|