RayCast2D¶
Inherits: Node2D < CanvasItem < Node < Object
Query the closest object intersecting a ray.
Description¶
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.
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.
RayCast2D can be configured to report collisions with Area2Ds (collide_with_areas) and/or PhysicsBody2Ds (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 force_raycast_update after adjusting the raycast.
Tutorials¶
Properties¶
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Methods¶
void |
add_exception ( Object node ) |
void |
add_exception_rid ( RID rid ) |
void |
clear_exceptions ( ) |
void |
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get_collider ( ) const |
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get_collider_shape ( ) const |
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get_collision_mask_bit ( int bit ) const |
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get_collision_normal ( ) const |
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get_collision_point ( ) const |
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is_colliding ( ) const |
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void |
remove_exception ( Object node ) |
void |
remove_exception_rid ( RID rid ) |
void |
set_collision_mask_bit ( int bit, bool value ) |
Property Descriptions¶
Vector2 cast_to = Vector2( 0, 50 )
The ray's destination point, relative to the RayCast's position
.
bool collide_with_areas = false
If true
, collision with Area2Ds will be reported.
bool collide_with_bodies = true
If true
, collision with PhysicsBody2Ds will be reported.
int collision_mask = 1
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 in the documentation for more information.
bool enabled = false
If true
, collisions will be reported.
bool exclude_parent = true
If true
, the parent node will be excluded from collision detection.
Method Descriptions¶
void add_exception ( Object node )
Adds a collision exception so the ray does not report collisions with the specified node.
void add_exception_rid ( RID rid )
Adds a collision exception so the ray does not report collisions with the specified RID.
void clear_exceptions ( )
Removes all collision exceptions for this ray.
void force_raycast_update ( )
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.
Note: enabled
is not required for this to work.
Object get_collider ( ) const
Returns the first object that the ray intersects, or null
if no object is intersecting the ray (i.e. is_colliding returns false
).
int get_collider_shape ( ) const
Returns the shape ID of the first object that the ray intersects, or 0
if no object is intersecting the ray (i.e. is_colliding returns false
).
bool get_collision_mask_bit ( int bit ) const
Returns an individual bit on the collision mask.
Vector2 get_collision_normal ( ) const
Returns the normal of the intersecting object's shape at the collision point.
Vector2 get_collision_point ( ) const
Returns the collision point at which the ray intersects the closest object.
Note: This point is in the global coordinate system.
bool is_colliding ( ) const
Returns whether any object is intersecting with the ray's vector (considering the vector length).
void remove_exception ( Object node )
Removes a collision exception so the ray does report collisions with the specified node.
void remove_exception_rid ( RID rid )
Removes a collision exception so the ray does report collisions with the specified RID.
void set_collision_mask_bit ( int bit, bool value )
Sets or clears individual bits on the collision mask. This makes selecting the areas scanned easier.