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Update ray-casting tutorial
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@@ -26,9 +26,9 @@ Space
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In the physics world, Godot stores all the low level collision and
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physics information in a *space*. The current 2d space (for 2D Physics)
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can be obtained by calling
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:ref:`CanvasItem.get_world_2d().get_space() <class_CanvasItem_get_world_2d>`.
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For 3D, it's :ref:`Spatial.get_world().get_space() <class_Spatial_get_world>`.
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can be obtained by accessing
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:ref:`CanvasItem.get_world_2d().space <class_CanvasItem_get_world_2d>`.
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For 3D, it's :ref:`Spatial.get_world().space <class_Spatial_get_world>`.
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The resulting space :ref:`RID <class_RID>` can be used in
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:ref:`PhysicsServer <class_PhysicsServer>` and
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@@ -49,51 +49,52 @@ To perform queries into physics space, the
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and :ref:`PhysicsDirectSpaceState <class_PhysicsDirectSpaceState>`
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must be used.
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In code, for 2D spacestate, this code must be used:
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Use the following code in 2D:
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::
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func _physics_process(delta):
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var space_rid = get_world_2d().get_space()
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var space_rid = get_world_2d().space
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var space_state = Physics2DServer.space_get_direct_state(space_rid)
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Of course, there is a simpler shortcut:
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Or more directly:
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::
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func _physics_process(delta):
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var space_state = get_world_2d().get_direct_space_state()
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var space_state = get_world_2d().direct_space_state
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For 3D:
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And in 3D:
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::
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func _physics_process(delta):
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var space_state = get_world().get_direct_space_state()
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var space_state = get_world().direct_space_state
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Raycast query
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-------------
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For performing a 2D raycast query, the method
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:ref:`Physics2DDirectSpaceState.intersect_ray() <class_Physics2DDirectSpaceState_intersect_ray>`
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must be used, for example:
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may be used. For example:
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::
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func _physics_process(delta):
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var space_state = get_world().get_direct_space_state()
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var space_state = get_world().direct_space_state
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# use global coordinates, not local to node
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var result = space_state.intersect_ray(Vector2(0, 0), Vector2(50, 100))
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Result is a dictionary. If the ray didn't hit anything, the dictionary will
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The result is a dictionary. If the ray didn't hit anything, the dictionary will
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be empty. If it did hit something it will contain collision information:
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::
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if not result.empty():
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if result:
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print("Hit at point: ", result.position)
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The collision result dictionary, when something hit, has this format:
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The ``result`` dictionary when a collision occurs contains the following
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data:
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::
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@@ -107,33 +108,53 @@ The collision result dictionary, when something hit, has this format:
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metadata: Variant() # metadata of collider
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}
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# in case of 3D, Vector3 is returned.
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The data is similar in 3D space, using Vector3 coordinates.
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Collision exceptions
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--------------------
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It is a very common case to attempt casting a ray from a character or
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another game scene to try to infer properties of the world around it.
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The problem with this is that the same character has a collider, so the
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ray can never leave the origin (it will keep hitting its own collider),
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as evidenced in the following image.
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A common use case for ray casting is to enable a character to gather data
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about the world around it. One problem with this is that the same character
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has a collider, so the ray will only detect its parent's collider,
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as shown in the following image:
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.. image:: img/raycast_falsepositive.png
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To avoid self-intersection, the intersect_ray() function can take an
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To avoid self-intersection, the ``intersect_ray()`` function can take an
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optional third parameter which is an array of exceptions. This is an
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example of how to use it from a KinematicBody2D or any other
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collisionobject based node:
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collision object node:
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::
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extends KinematicBody2D
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func _physics_process(delta):
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var space_state = get_world().get_direct_space_state()
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var result = space_state.intersect_ray(get_global_pos(), enemy_pos, [self])
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var space_state = get_world().direct_space_state
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var result = space_state.intersect_ray(global_position, enemy_position, [self])
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The exceptions array can contain objects or RIDs.
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Collision Mask
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--------------
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While the exceptions method works fine for excluding the parent body, it becomes
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very inconvenient if you need a large and/or dynamic list of exceptions. In
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this case, it is much more efficient to use the collision layer/mask system.
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The optional fourth argument for ``intersect_ray()`` is a collision mask. For
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example, to use same mask as the parent body, use the ``collision_mask``
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member variable:
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::
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extends KinematicBody2D
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func _physics_process(delta):
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var space_state = get_world().direct_space_state
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var result = space_state.intersect_ray(global_position, enemy_position,
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[self], collision_mask)
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The extra argument is a list of exceptions, can be objects or RIDs.
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3D ray casting from screen
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--------------------------
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@@ -144,11 +165,11 @@ picking. There is not much of a need to do this because
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has an "input_event" signal that will let you know when it was clicked,
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but in case there is any desire to do it manually, here's how.
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To cast a ray from the screen, the :ref:`Camera <class_Camera>` node
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is needed. Camera can be in two projection modes, perspective and
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To cast a ray from the screen, you need a :ref:`Camera <class_Camera>`
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node. A ``Camera`` can be in two projection modes: perspective and
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orthogonal. Because of this, both the ray origin and direction must be
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obtained. (origin changes in orthogonal, while direction changes in
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perspective):
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obtained. This is because ``origin`` changes in orthogonal mode, while
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``normal`` changes in perspective mode:
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.. image:: img/raycast_projection.png
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@@ -160,9 +181,9 @@ To obtain it using a camera, the following code can be used:
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func _input(event):
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if event is InputEventMouseButton and event.pressed and event.button_index == 1:
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var camera = get_node("camera")
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var camera = $Camera
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var from = camera.project_ray_origin(event.position)
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var to = from + camera.project_ray_normal(event.position) * ray_length
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Of course, remember that during ``_input()``, space may be locked, so save
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your query for ``_physics_process()``.
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Remember that during ``_input()``, the space may be locked, so in practice
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this query should be run in ``_physics_process()``.
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