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Currently including `zh_CN` and `es` which both have very high completion ratios. Others will be added once they reach a significant percentage too. These RST files will be used by godot-docs in place of its `classes` folder after we sync with https://github.com/godotengine/godot-docs/pull/5458. The update workflow is manual for now (example for `zh_CN`): - Build `godotengine/godot` in the branch we currently track (now `3.x`) - Run `godot --doctool -l zh_CN` - Run `cd doc && make rst LANGARG=zh_CN` - Copy `doc/_build/rst/*` to `classes/zh_CN/` here - Make sure to have `classes/zh_CN/index.rst` copied from `docs/classes`
337 lines
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ReStructuredText
337 lines
17 KiB
ReStructuredText
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.. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
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.. DO NOT EDIT THIS FILE, but the RayCast.xml source instead.
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.. The source is found in doc/classes or modules/<name>/doc_classes.
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.. _class_RayCast:
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RayCast
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=======
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**Inherits:** :ref:`Spatial<class_Spatial>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
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Busca el objeto más cercano que intersecta un rayo.
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Descripción
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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 3D space in order to find the closest object along the path of the ray.
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RayCast can ignore some objects by adding them to the exception list via ``add_exception`` or by setting proper filtering with collision layers and masks.
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RayCast can be configured to report collisions with :ref:`Area<class_Area>`\ s (:ref:`collide_with_areas<class_RayCast_property_collide_with_areas>`) and/or :ref:`PhysicsBody<class_PhysicsBody>`\ s (:ref:`collide_with_bodies<class_RayCast_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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RayCast 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_RayCast_method_force_raycast_update>` after adjusting the raycast.
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Tutoriales
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--------------------
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- :doc:`Ray-casting <../tutorials/physics/ray-casting>`
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- `3D Voxel Demo <https://godotengine.org/asset-library/asset/676>`__
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Propiedades
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----------------------
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+-------------------------------+----------------------------------------------------------------------------------+-------------------------+
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| :ref:`Vector3<class_Vector3>` | :ref:`cast_to<class_RayCast_property_cast_to>` | ``Vector3( 0, -1, 0 )`` |
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+-------------------------------+----------------------------------------------------------------------------------+-------------------------+
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| :ref:`bool<class_bool>` | :ref:`collide_with_areas<class_RayCast_property_collide_with_areas>` | ``false`` |
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+-------------------------------+----------------------------------------------------------------------------------+-------------------------+
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| :ref:`bool<class_bool>` | :ref:`collide_with_bodies<class_RayCast_property_collide_with_bodies>` | ``true`` |
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+-------------------------------+----------------------------------------------------------------------------------+-------------------------+
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| :ref:`int<class_int>` | :ref:`collision_mask<class_RayCast_property_collision_mask>` | ``1`` |
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+-------------------------------+----------------------------------------------------------------------------------+-------------------------+
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| :ref:`Color<class_Color>` | :ref:`debug_shape_custom_color<class_RayCast_property_debug_shape_custom_color>` | ``Color( 0, 0, 0, 1 )`` |
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+-------------------------------+----------------------------------------------------------------------------------+-------------------------+
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| :ref:`float<class_float>` | :ref:`debug_shape_thickness<class_RayCast_property_debug_shape_thickness>` | ``2.0`` |
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+-------------------------------+----------------------------------------------------------------------------------+-------------------------+
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| :ref:`bool<class_bool>` | :ref:`enabled<class_RayCast_property_enabled>` | ``false`` |
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+-------------------------------+----------------------------------------------------------------------------------+-------------------------+
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| :ref:`bool<class_bool>` | :ref:`exclude_parent<class_RayCast_property_exclude_parent>` | ``true`` |
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+-------------------------------+----------------------------------------------------------------------------------+-------------------------+
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Métodos
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--------------
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+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`add_exception<class_RayCast_method_add_exception>` **(** :ref:`Object<class_Object>` node **)** |
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+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`add_exception_rid<class_RayCast_method_add_exception_rid>` **(** :ref:`RID<class_RID>` rid **)** |
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+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`clear_exceptions<class_RayCast_method_clear_exceptions>` **(** **)** |
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+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`force_raycast_update<class_RayCast_method_force_raycast_update>` **(** **)** |
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+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Object<class_Object>` | :ref:`get_collider<class_RayCast_method_get_collider>` **(** **)** |const| |
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+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`get_collider_shape<class_RayCast_method_get_collider_shape>` **(** **)** |const| |
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+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`get_collision_mask_bit<class_RayCast_method_get_collision_mask_bit>` **(** :ref:`int<class_int>` bit **)** |const| |
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+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Vector3<class_Vector3>` | :ref:`get_collision_normal<class_RayCast_method_get_collision_normal>` **(** **)** |const| |
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+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Vector3<class_Vector3>` | :ref:`get_collision_point<class_RayCast_method_get_collision_point>` **(** **)** |const| |
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+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`is_colliding<class_RayCast_method_is_colliding>` **(** **)** |const| |
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+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`remove_exception<class_RayCast_method_remove_exception>` **(** :ref:`Object<class_Object>` node **)** |
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+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`remove_exception_rid<class_RayCast_method_remove_exception_rid>` **(** :ref:`RID<class_RID>` rid **)** |
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+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_collision_mask_bit<class_RayCast_method_set_collision_mask_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
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+-------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------+
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Descripciones de Propiedades
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--------------------------------------------------------
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.. _class_RayCast_property_cast_to:
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- :ref:`Vector3<class_Vector3>` **cast_to**
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+-----------+-------------------------+
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| *Default* | ``Vector3( 0, -1, 0 )`` |
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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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El punto de destino del rayo, relativo a la ``position`` del RayCast.
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----
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.. _class_RayCast_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:`Area<class_Area>`\ s will be reported.
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----
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.. _class_RayCast_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:`PhysicsBody<class_PhysicsBody>`\ s will be reported.
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----
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.. _class_RayCast_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_RayCast_property_debug_shape_custom_color:
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- :ref:`Color<class_Color>` **debug_shape_custom_color**
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+-----------+-------------------------------------+
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| *Default* | ``Color( 0, 0, 0, 1 )`` |
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+-----------+-------------------------------------+
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| *Setter* | set_debug_shape_custom_color(value) |
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+-----------+-------------------------------------+
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| *Getter* | get_debug_shape_custom_color() |
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+-----------+-------------------------------------+
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The custom color to use to draw the shape in the editor and at run-time if **Visible Collision Shapes** is enabled in the **Debug** menu. This color will be highlighted at run-time if the ``RayCast`` is colliding with something.
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If set to ``Color(0.0, 0.0, 0.0)`` (by default), the color set in :ref:`ProjectSettings.debug/shapes/collision/shape_color<class_ProjectSettings_property_debug/shapes/collision/shape_color>` is used.
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----
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.. _class_RayCast_property_debug_shape_thickness:
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- :ref:`float<class_float>` **debug_shape_thickness**
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+-----------+----------------------------------+
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| *Default* | ``2.0`` |
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+-----------+----------------------------------+
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| *Setter* | set_debug_shape_thickness(value) |
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+-----------+----------------------------------+
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| *Getter* | get_debug_shape_thickness() |
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+-----------+----------------------------------+
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If set to ``1``, a line is used as the debug shape. Otherwise, a truncated pyramid is drawn to represent the ``RayCast``. Requires **Visible Collision Shapes** to be enabled in the **Debug** menu for the debug shape to be visible at run-time.
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----
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.. _class_RayCast_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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Si ``true``, se informará de las colisiones.
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----
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.. _class_RayCast_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``, collisions will be ignored for this RayCast's immediate parent.
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Descripciones de Métodos
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------------------------------------------------
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.. _class_RayCast_method_add_exception:
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- void **add_exception** **(** :ref:`Object<class_Object>` node **)**
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Añade una excepción de colisión para que el rayo no informe de las colisiones con el nodo especificado.
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----
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.. _class_RayCast_method_add_exception_rid:
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- void **add_exception_rid** **(** :ref:`RID<class_RID>` rid **)**
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Añade una excepción de colisión para que el rayo no reporte colisiones con el :ref:`RID<class_RID>` especificado.
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----
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.. _class_RayCast_method_clear_exceptions:
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- void **clear_exceptions** **(** **)**
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Elimina todas las excepciones de colisión para este rayo.
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----
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.. _class_RayCast_method_force_raycast_update:
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- void **force_raycast_update** **(** **)**
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Updates the collision information for the ray.
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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_RayCast_method_get_collider:
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- :ref:`Object<class_Object>` **get_collider** **(** **)** |const|
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Devuelve el primer objeto que el rayo intersecta, o ``null`` si no hay ningún objeto que intersecte el rayo (es decir, :ref:`is_colliding<class_RayCast_method_is_colliding>` devuelve ``false``).
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----
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.. _class_RayCast_method_get_collider_shape:
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- :ref:`int<class_int>` **get_collider_shape** **(** **)** |const|
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Devuelve el ID de la forma del primer objeto que el rayo intersecta, o ``0`` si no hay ningún objeto que intersecte el rayo (es decir, :ref:`is_colliding<class_RayCast_method_is_colliding>` devuelve ``false``).
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----
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.. _class_RayCast_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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Devuelve ``true`` si el índice de bits pasado está activado.
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\ **Nota:** Los índices de bits van de 0 a 19.
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----
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.. _class_RayCast_method_get_collision_normal:
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- :ref:`Vector3<class_Vector3>` **get_collision_normal** **(** **)** |const|
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Devuelve la normalidad de la forma del objeto que se intersecta en el punto de colisión.
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----
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.. _class_RayCast_method_get_collision_point:
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- :ref:`Vector3<class_Vector3>` **get_collision_point** **(** **)** |const|
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Devuelve el punto de colisión en el que el rayo intersecta el objeto más cercano.
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\ **Nota:** Este punto está en el sistema de coordenadas **global**.
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----
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.. _class_RayCast_method_is_colliding:
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- :ref:`bool<class_bool>` **is_colliding** **(** **)** |const|
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Devuelve si algún objeto se cruza con el vector del rayo (considerando la longitud del vector).
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----
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.. _class_RayCast_method_remove_exception:
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- void **remove_exception** **(** :ref:`Object<class_Object>` node **)**
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Elimina una excepción de colisión para que el rayo informe de las colisiones con el nodo especificado.
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----
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.. _class_RayCast_method_remove_exception_rid:
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- void **remove_exception_rid** **(** :ref:`RID<class_RID>` rid **)**
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Elimina una excepción de colisión para que el rayo reporte colisiones con el :ref:`RID<class_RID>` especificado.
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----
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.. _class_RayCast_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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Establece el índice de bits pasado al ``value`` pasado.
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\ **Nota:** Los índices de bits van de 0 a 19.
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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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