ShapeCast¶
Inherits: Spatial < Node < Object
Node for physics collision sweep and immediate overlap queries. Similar to the RayCast node.
Description¶
Shape casting allows to detect collision objects by sweeping the shape along the cast direction determined by target_position (useful for things like beam weapons).
Immediate collision overlaps can be done with the target_position set to Vector3(0, 0, 0)
and by calling force_shapecast_update within the same physics_frame. This also helps to overcome some limitations of Area when used as a continuous detection area, often requiring waiting a couple of frames before collision information is available to Area nodes, and when using the signals creates unnecessary complexity.
The node can detect multiple collision objects, but it's usually used to detect the first collision.
Note: Shape casting is more computationally expensive compared to ray casting.
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_closest_collision_safe_fraction ( ) const |
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get_closest_collision_unsafe_fraction ( ) const |
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get_collider ( int index ) const |
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get_collider_rid ( int index ) const |
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get_collider_shape ( int index ) const |
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get_collision_count ( ) const |
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get_collision_mask_value ( int layer_number ) const |
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get_collision_normal ( int index ) const |
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get_collision_point ( int index ) const |
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is_colliding ( ) const |
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void |
remove_exception ( Object node ) |
void |
remove_exception_rid ( RID rid ) |
void |
resource_changed ( Resource resource ) |
void |
set_collision_mask_value ( int layer_number, bool value ) |
Property Descriptions¶
bool collide_with_areas = false
If true
, collision with Areas will be reported.
bool collide_with_bodies = true
If true
, collision with PhysicsBodys will be reported.
int collision_mask = 1
The shape'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.
Array collision_result
Returns the complete collision information from the collision sweep. The data returned is the same as in the PhysicsDirectSpaceState.get_rest_info method.
Color debug_shape_custom_color = Color( 0, 0, 0, 1 )
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 ShapeCast is colliding with something.
If set to Color(0.0, 0.0, 0.0)
(by default), the color set in ProjectSettings.debug/shapes/collision/shape_color is used.
bool enabled = true
If true
, collisions will be reported.
bool exclude_parent = true
If true
, the parent node will be excluded from collision detection.
float margin = 0.0
The collision margin for the shape. A larger margin helps detecting collisions more consistently, at the cost of precision.
int max_results = 32
The number of intersections can be limited with this parameter, to reduce the processing time.
Shape shape
The Shape to be used for collision queries.
Vector3 target_position = Vector3( 0, -1, 0 )
The shape's destination point, relative to this node's position
.
Method Descriptions¶
void add_exception ( Object node )
Adds a collision exception so the shape does not report collisions with the specified CollisionObject node.
void add_exception_rid ( RID rid )
Adds a collision exception so the shape does not report collisions with the specified RID.
void clear_exceptions ( )
Removes all collision exceptions for this ShapeCast.
void force_shapecast_update ( )
Updates the collision information for the shape. Use this method to update the collision information immediately instead of waiting for the next _physics_process
call, for example if the shape or its parent has changed state.
Note: enabled
is not required for this to work.
float get_closest_collision_safe_fraction ( ) const
The fraction from the ShapeCast's origin to its target_position (between 0 and 1) of how far the shape can move without triggering a collision.
float get_closest_collision_unsafe_fraction ( ) const
The fraction from the ShapeCast's origin to its target_position (between 0 and 1) of how far the shape must move to trigger a collision.
Object get_collider ( int index ) const
Returns the collided Object of one of the multiple collisions at index
, or null
if no object is intersecting the shape (i.e. is_colliding returns false
).
RID get_collider_rid ( int index ) const
Returns the RID of the collided object of one of the multiple collisions at index
.
int get_collider_shape ( int index ) const
Returns the shape ID of the colliding shape of one of the multiple collisions at index
, or 0
if no object is intersecting the shape (i.e. is_colliding returns false
).
int get_collision_count ( ) const
The number of collisions detected at the point of impact. Use this to iterate over multiple collisions as provided by get_collider, get_collider_shape, get_collision_point, and get_collision_normal methods.
bool get_collision_mask_value ( int layer_number ) const
Returns whether or not the specified layer of the collision_mask is enabled, given a layer_number
between 1 and 32.
Vector3 get_collision_normal ( int index ) const
Returns the normal of one of the multiple collisions at index
of the intersecting object.
Vector3 get_collision_point ( int index ) const
Returns the collision point of one of the multiple collisions at index
where the shape intersects the colliding object.
Note: this point is in the global coordinate system.
bool is_colliding ( ) const
Returns whether any object is intersecting with the shape's vector (considering the vector length).
void remove_exception ( Object node )
Removes a collision exception so the shape does report collisions with the specified CollisionObject node.
void remove_exception_rid ( RID rid )
Removes a collision exception so the shape does report collisions with the specified RID.
void resource_changed ( Resource resource )
This method is used internally to update the debug gizmo in the editor. Any code placed in this function will be called whenever the shape resource is modified.
void set_collision_mask_value ( int layer_number, bool value )
Based on value
, enables or disables the specified layer in the collision_mask, given a layer_number
between 1 and 32.