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ReStructuredText
292 lines
15 KiB
ReStructuredText
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.. DO NOT EDIT THIS FILE!!!
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.. Generated automatically from Godot engine sources.
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.. Generator: https://github.com/godotengine/godot/tree/3.5/doc/tools/make_rst.py.
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.. XML source: https://github.com/godotengine/godot/tree/3.5/doc/classes/RayCast2D.xml.
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.. _class_RayCast2D:
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RayCast2D
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=========
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**Inherits:** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
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Query the closest object intersecting a ray.
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Description
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-----------
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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.
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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.
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RayCast2D can be configured to report collisions with :ref:`Area2D<class_Area2D>`\ s (:ref:`collide_with_areas<class_RayCast2D_property_collide_with_areas>`) and/or :ref:`PhysicsBody2D<class_PhysicsBody2D>`\ s (:ref:`collide_with_bodies<class_RayCast2D_property_collide_with_bodies>`).
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Only enabled raycasts will be able to query the space and report collisions.
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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_method_force_raycast_update>` after adjusting the raycast.
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Tutorials
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---------
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- :doc:`../tutorials/physics/ray-casting`
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Properties
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----------
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+-------------------------------+--------------------------------------------------------------------------+----------------------+
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| :ref:`Vector2<class_Vector2>` | :ref:`cast_to<class_RayCast2D_property_cast_to>` | ``Vector2( 0, 50 )`` |
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+-------------------------------+--------------------------------------------------------------------------+----------------------+
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| :ref:`bool<class_bool>` | :ref:`collide_with_areas<class_RayCast2D_property_collide_with_areas>` | ``false`` |
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+-------------------------------+--------------------------------------------------------------------------+----------------------+
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| :ref:`bool<class_bool>` | :ref:`collide_with_bodies<class_RayCast2D_property_collide_with_bodies>` | ``true`` |
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+-------------------------------+--------------------------------------------------------------------------+----------------------+
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| :ref:`int<class_int>` | :ref:`collision_mask<class_RayCast2D_property_collision_mask>` | ``1`` |
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+-------------------------------+--------------------------------------------------------------------------+----------------------+
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| :ref:`bool<class_bool>` | :ref:`enabled<class_RayCast2D_property_enabled>` | ``false`` |
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+-------------------------------+--------------------------------------------------------------------------+----------------------+
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| :ref:`bool<class_bool>` | :ref:`exclude_parent<class_RayCast2D_property_exclude_parent>` | ``true`` |
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+-------------------------------+--------------------------------------------------------------------------+----------------------+
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Methods
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-------
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+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`add_exception<class_RayCast2D_method_add_exception>` **(** :ref:`Object<class_Object>` node **)** |
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+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`add_exception_rid<class_RayCast2D_method_add_exception_rid>` **(** :ref:`RID<class_RID>` rid **)** |
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+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`clear_exceptions<class_RayCast2D_method_clear_exceptions>` **(** **)** |
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+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`force_raycast_update<class_RayCast2D_method_force_raycast_update>` **(** **)** |
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+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Object<class_Object>` | :ref:`get_collider<class_RayCast2D_method_get_collider>` **(** **)** |const| |
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+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`get_collider_shape<class_RayCast2D_method_get_collider_shape>` **(** **)** |const| |
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+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`get_collision_mask_bit<class_RayCast2D_method_get_collision_mask_bit>` **(** :ref:`int<class_int>` bit **)** |const| |
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+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Vector2<class_Vector2>` | :ref:`get_collision_normal<class_RayCast2D_method_get_collision_normal>` **(** **)** |const| |
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+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Vector2<class_Vector2>` | :ref:`get_collision_point<class_RayCast2D_method_get_collision_point>` **(** **)** |const| |
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+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`is_colliding<class_RayCast2D_method_is_colliding>` **(** **)** |const| |
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+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`remove_exception<class_RayCast2D_method_remove_exception>` **(** :ref:`Object<class_Object>` node **)** |
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+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`remove_exception_rid<class_RayCast2D_method_remove_exception_rid>` **(** :ref:`RID<class_RID>` rid **)** |
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+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_collision_mask_bit<class_RayCast2D_method_set_collision_mask_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
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+-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
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Property Descriptions
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---------------------
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.. _class_RayCast2D_property_cast_to:
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- :ref:`Vector2<class_Vector2>` **cast_to**
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+-----------+----------------------+
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| *Default* | ``Vector2( 0, 50 )`` |
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+-----------+----------------------+
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| *Setter* | set_cast_to(value) |
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+-----------+----------------------+
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| *Getter* | get_cast_to() |
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+-----------+----------------------+
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The ray's destination point, relative to the RayCast's ``position``.
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----
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.. _class_RayCast2D_property_collide_with_areas:
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- :ref:`bool<class_bool>` **collide_with_areas**
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+-----------+---------------------------------+
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| *Default* | ``false`` |
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+-----------+---------------------------------+
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| *Setter* | set_collide_with_areas(value) |
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+-----------+---------------------------------+
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| *Getter* | is_collide_with_areas_enabled() |
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+-----------+---------------------------------+
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If ``true``, collision with :ref:`Area2D<class_Area2D>`\ s will be reported.
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----
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.. _class_RayCast2D_property_collide_with_bodies:
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- :ref:`bool<class_bool>` **collide_with_bodies**
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+-----------+----------------------------------+
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| *Default* | ``true`` |
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+-----------+----------------------------------+
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| *Setter* | set_collide_with_bodies(value) |
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+-----------+----------------------------------+
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| *Getter* | is_collide_with_bodies_enabled() |
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+-----------+----------------------------------+
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If ``true``, collision with :ref:`PhysicsBody2D<class_PhysicsBody2D>`\ s will be reported.
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----
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.. _class_RayCast2D_property_collision_mask:
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- :ref:`int<class_int>` **collision_mask**
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+-----------+---------------------------+
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| *Default* | ``1`` |
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+-----------+---------------------------+
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| *Setter* | set_collision_mask(value) |
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+-----------+---------------------------+
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| *Getter* | get_collision_mask() |
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+-----------+---------------------------+
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The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See `Collision layers and masks <../tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information.
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----
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.. _class_RayCast2D_property_enabled:
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- :ref:`bool<class_bool>` **enabled**
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+-----------+--------------------+
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| *Default* | ``false`` |
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+-----------+--------------------+
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| *Setter* | set_enabled(value) |
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+-----------+--------------------+
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| *Getter* | is_enabled() |
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+-----------+--------------------+
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If ``true``, collisions will be reported.
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----
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.. _class_RayCast2D_property_exclude_parent:
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- :ref:`bool<class_bool>` **exclude_parent**
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+-----------+--------------------------------+
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| *Default* | ``true`` |
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+-----------+--------------------------------+
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| *Setter* | set_exclude_parent_body(value) |
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+-----------+--------------------------------+
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| *Getter* | get_exclude_parent_body() |
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+-----------+--------------------------------+
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If ``true``, the parent node will be excluded from collision detection.
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Method Descriptions
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-------------------
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.. _class_RayCast2D_method_add_exception:
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- void **add_exception** **(** :ref:`Object<class_Object>` node **)**
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Adds a collision exception so the ray does not report collisions with the specified node.
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----
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.. _class_RayCast2D_method_add_exception_rid:
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- void **add_exception_rid** **(** :ref:`RID<class_RID>` rid **)**
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Adds a collision exception so the ray does not report collisions with the specified :ref:`RID<class_RID>`.
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----
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.. _class_RayCast2D_method_clear_exceptions:
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- void **clear_exceptions** **(** **)**
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Removes all collision exceptions for this ray.
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----
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.. _class_RayCast2D_method_force_raycast_update:
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- void **force_raycast_update** **(** **)**
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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.
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\ **Note:** ``enabled`` is not required for this to work.
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----
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.. _class_RayCast2D_method_get_collider:
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- :ref:`Object<class_Object>` **get_collider** **(** **)** |const|
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Returns the first object that the ray intersects, or ``null`` if no object is intersecting the ray (i.e. :ref:`is_colliding<class_RayCast2D_method_is_colliding>` returns ``false``).
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----
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.. _class_RayCast2D_method_get_collider_shape:
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- :ref:`int<class_int>` **get_collider_shape** **(** **)** |const|
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Returns the shape ID of the first object that the ray intersects, or ``0`` if no object is intersecting the ray (i.e. :ref:`is_colliding<class_RayCast2D_method_is_colliding>` returns ``false``).
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----
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.. _class_RayCast2D_method_get_collision_mask_bit:
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- :ref:`bool<class_bool>` **get_collision_mask_bit** **(** :ref:`int<class_int>` bit **)** |const|
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Returns an individual bit on the collision mask.
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----
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.. _class_RayCast2D_method_get_collision_normal:
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- :ref:`Vector2<class_Vector2>` **get_collision_normal** **(** **)** |const|
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Returns the normal of the intersecting object's shape at the collision point.
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----
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.. _class_RayCast2D_method_get_collision_point:
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- :ref:`Vector2<class_Vector2>` **get_collision_point** **(** **)** |const|
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Returns the collision point at which the ray intersects the closest object.
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\ **Note:** This point is in the **global** coordinate system.
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----
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.. _class_RayCast2D_method_is_colliding:
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- :ref:`bool<class_bool>` **is_colliding** **(** **)** |const|
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Returns whether any object is intersecting with the ray's vector (considering the vector length).
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----
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.. _class_RayCast2D_method_remove_exception:
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- void **remove_exception** **(** :ref:`Object<class_Object>` node **)**
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Removes a collision exception so the ray does report collisions with the specified node.
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----
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.. _class_RayCast2D_method_remove_exception_rid:
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- void **remove_exception_rid** **(** :ref:`RID<class_RID>` rid **)**
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Removes a collision exception so the ray does report collisions with the specified :ref:`RID<class_RID>`.
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----
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.. _class_RayCast2D_method_set_collision_mask_bit:
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- void **set_collision_mask_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
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Sets or clears individual bits on the collision mask. This makes selecting the areas scanned easier.
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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