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221 lines
12 KiB
ReStructuredText
221 lines
12 KiB
ReStructuredText
.. Generated automatically by doc/tools/makerst.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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**Category:** Core
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Brief Description
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-----------------
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Query the closest object intersecting a ray.
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Member Functions
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----------------
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+--------------------------------+---------------------------------------------------------------------------------------------------------+
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| void | :ref:`add_exception<class_RayCast_add_exception>` **(** :ref:`Object<class_object>` node **)** |
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+--------------------------------+---------------------------------------------------------------------------------------------------------+
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| void | :ref:`add_exception_rid<class_RayCast_add_exception_rid>` **(** :ref:`RID<class_rid>` rid **)** |
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+--------------------------------+---------------------------------------------------------------------------------------------------------+
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| void | :ref:`clear_exceptions<class_RayCast_clear_exceptions>` **(** **)** |
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+--------------------------------+---------------------------------------------------------------------------------------------------------+
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| void | :ref:`force_raycast_update<class_RayCast_force_raycast_update>` **(** **)** |
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+--------------------------------+---------------------------------------------------------------------------------------------------------+
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| :ref:`Vector3<class_vector3>` | :ref:`get_cast_to<class_RayCast_get_cast_to>` **(** **)** const |
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+--------------------------------+---------------------------------------------------------------------------------------------------------+
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| :ref:`Object<class_object>` | :ref:`get_collider<class_RayCast_get_collider>` **(** **)** const |
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+--------------------------------+---------------------------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`get_collider_shape<class_RayCast_get_collider_shape>` **(** **)** const |
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+--------------------------------+---------------------------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`get_collision_layer<class_RayCast_get_collision_layer>` **(** **)** const |
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+--------------------------------+---------------------------------------------------------------------------------------------------------+
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| :ref:`Vector3<class_vector3>` | :ref:`get_collision_normal<class_RayCast_get_collision_normal>` **(** **)** const |
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+--------------------------------+---------------------------------------------------------------------------------------------------------+
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| :ref:`Vector3<class_vector3>` | :ref:`get_collision_point<class_RayCast_get_collision_point>` **(** **)** const |
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+--------------------------------+---------------------------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`get_type_mask<class_RayCast_get_type_mask>` **(** **)** const |
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+--------------------------------+---------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`is_colliding<class_RayCast_is_colliding>` **(** **)** const |
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+--------------------------------+---------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`is_enabled<class_RayCast_is_enabled>` **(** **)** const |
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+--------------------------------+---------------------------------------------------------------------------------------------------------+
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| void | :ref:`remove_exception<class_RayCast_remove_exception>` **(** :ref:`Object<class_object>` node **)** |
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+--------------------------------+---------------------------------------------------------------------------------------------------------+
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| void | :ref:`remove_exception_rid<class_RayCast_remove_exception_rid>` **(** :ref:`RID<class_rid>` rid **)** |
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+--------------------------------+---------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_cast_to<class_RayCast_set_cast_to>` **(** :ref:`Vector3<class_vector3>` local_point **)** |
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+--------------------------------+---------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_collision_layer<class_RayCast_set_collision_layer>` **(** :ref:`int<class_int>` layer **)** |
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+--------------------------------+---------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_enabled<class_RayCast_set_enabled>` **(** :ref:`bool<class_bool>` enabled **)** |
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+--------------------------------+---------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_type_mask<class_RayCast_set_type_mask>` **(** :ref:`int<class_int>` mask **)** |
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+--------------------------------+---------------------------------------------------------------------------------------------------------+
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Member Variables
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----------------
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- :ref:`Vector3<class_vector3>` **cast_to** - The ray's destination point, relative to the RayCast's ``position``.
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- :ref:`int<class_int>` **collision_layer** - The RayCast's collision layer(s). Only bodies in the same collision layer(s) will be detected.
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- :ref:`bool<class_bool>` **enabled** - If ``true``, collisions will be reported. Default value: ``false``.
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- :ref:`int<class_int>` **type_mask** - Object types to detect using a logical sum (OR operation) of type constants defined in :ref:`Physics2DDirectSpaceState<class_physics2ddirectspacestate>`.
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Example:
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::
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RayCast.type_mask = Physics2DDirectSpaceState.TYPE_MASK_STATIC_BODY | Physics2DDirectSpaceState.TYPE_MASK_KINEMATIC_BODY
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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 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``, by setting proper filtering with collision layers, or by filtering object types with type masks.
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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_force_raycast_update>` after adjusting the raycast.
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Member Function Description
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---------------------------
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.. _class_RayCast_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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.. _class_RayCast_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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.. _class_RayCast_clear_exceptions:
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- void **clear_exceptions** **(** **)**
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Removes all collision exceptions for this ray.
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.. _class_RayCast_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. Note: ``enabled == true`` is not required for this to work.
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.. _class_RayCast_get_cast_to:
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- :ref:`Vector3<class_vector3>` **get_cast_to** **(** **)** const
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Return the destination point of this ray object.
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.. _class_RayCast_get_collider:
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- :ref:`Object<class_object>` **get_collider** **(** **)** const
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Return the closest object the ray is pointing to. Note that this does not consider the length of the ray, so you must also use :ref:`is_colliding<class_RayCast_is_colliding>` to check if the object returned is actually colliding with the ray.
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Example:
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::
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if RayCast.is_colliding():
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var collider = RayCast.get_collider()
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.. _class_RayCast_get_collider_shape:
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- :ref:`int<class_int>` **get_collider_shape** **(** **)** const
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Returns the collision shape of the closest object the ray is pointing to. Note that this does not consider the length of the ray, so you must also use :ref:`is_colliding<class_RayCast_is_colliding>` to check if the object returned is actually colliding with the ray.
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Example:
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::
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if RayCast.is_colliding():
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var shape = RayCast.get_collider_shape()
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.. _class_RayCast_get_collision_layer:
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- :ref:`int<class_int>` **get_collision_layer** **(** **)** const
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Returns the collision layer for this ray.
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.. _class_RayCast_get_collision_normal:
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- :ref:`Vector3<class_vector3>` **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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.. _class_RayCast_get_collision_point:
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- :ref:`Vector3<class_vector3>` **get_collision_point** **(** **)** const
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Returns the collision point at which the ray intersects the closest object. Note: this point is in the **global** coordinate system.
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.. _class_RayCast_get_type_mask:
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- :ref:`int<class_int>` **get_type_mask** **(** **)** const
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Returns the type mask (types of objects to detect) for this ray. The value is a sum (bitwise OR'd) of constants available for :ref:`PhysicsDirectSpaceState<class_physicsdirectspacestate>`.
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.. _class_RayCast_is_colliding:
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- :ref:`bool<class_bool>` **is_colliding** **(** **)** const
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Return whether the closest object the ray is pointing to is colliding with the vector (considering the vector length).
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.. _class_RayCast_is_enabled:
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- :ref:`bool<class_bool>` **is_enabled** **(** **)** const
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Returns whether the ray is enabled or not.
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.. _class_RayCast_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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.. _class_RayCast_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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.. _class_RayCast_set_cast_to:
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- void **set_cast_to** **(** :ref:`Vector3<class_vector3>` local_point **)**
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Sets the ray destination point, so that the ray will test from the ray's origin to ``local_point``.
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.. _class_RayCast_set_collision_layer:
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- void **set_collision_layer** **(** :ref:`int<class_int>` layer **)**
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Set the mask to filter objects. Only objects with at least the same mask element set will be detected.
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.. _class_RayCast_set_enabled:
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- void **set_enabled** **(** :ref:`bool<class_bool>` enabled **)**
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Enables the RayCast2D. Only enabled raycasts will be able to query the space and report collisions.
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.. _class_RayCast_set_type_mask:
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- void **set_type_mask** **(** :ref:`int<class_int>` mask **)**
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Set the types of objects to detect. For ``mask`` use a logic sum (OR operation) of constants defined in :ref:`PhysicsDirectSpaceState<class_physicsdirectspacestate>`, eg. ``PhysicsDirectSpaceState.TYPE_MASK_STATIC_BODY | PhysicsDirectSpaceState.TYPE_MASK_KINEMATIC_BODY`` to detect only those two types.
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