Class reference
RayCast2D
Inherits Node2D
A ray in 2D space, used to find the first collision object it intersects.
Description
A raycast represents a ray from its origin to its target_position that finds the closest object along its path, if it intersects any. RayCast2D can ignore some objects by adding them to an exception list, by making its detection reporting ignore Area2Ds (collide_with_areas) or PhysicsBody2Ds (collide_with_bodies), or by configuring physics layers. RayCast2D calculates intersection every physics frame, and it holds the result until the next physics frame. For an immediate raycast, or if you want to configure a RayCast2D multiple times within the same physics frame, use force_raycast_update(). To sweep over a region of 2D space, you can approximate the region with multiple RayCast2Ds or use ShapeCast2D.
Properties
bool collide_with_areas = false
bool collide_with_areas = falseIf true, collisions with Area2Ds will be reported.
bool collide_with_bodies = true
bool collide_with_bodies = trueIf true, collisions with PhysicsBody2Ds will be reported.
int collision_mask = 1
int collision_mask = 1The 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 = true
bool enabled = trueIf true, collisions will be reported.
bool exclude_parent = true
bool exclude_parent = trueIf true, this raycast will not report collisions with its parent node. This property only has an effect if the parent node is a CollisionObject2D. See also Node.get_parent() and add_exception().
bool hit_from_inside = false
bool hit_from_inside = falseIf true, the ray will detect a hit when starting inside shapes. In this case the collision normal will be Vector2(0, 0). Does not affect concave polygon shapes.
Vector2 target_position = Vector2(0, 50)
Vector2 target_position = Vector2(0, 50)The ray's destination point, relative to this raycast's Node2D.position.
Methods
void add_exception(CollisionObject2D node)
CollisionObject2D node)Adds a collision exception so the ray does not report collisions with the specified node.
void add_exception_rid(RID 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 immediately, without waiting for the next _physics_process call. Use this method, for example, when the ray or its parent has changed state. Note: enabled does not need to be true for this to work.
Object get_collider() const
Object get_collider() constReturns the first object that the ray intersects, or null if no object is intersecting the ray (i.e. is_colliding() returns false). Note: This object is not guaranteed to be a CollisionObject2D. For example, if the ray intersects a TileMapLayer, the method will return a TileMapLayer instance.
RID get_collider_rid() const
RID get_collider_rid() constReturns the RID of the first object that the ray intersects, or an empty RID if no object is intersecting the ray (i.e. is_colliding() returns false).
int get_collider_shape() const
int get_collider_shape() constReturns 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). To get the intersected shape node, for a CollisionObject2D target, use:
var target = get_collider() # A CollisionObject2D.
var shape_id = get_collider_shape() # The shape index in the collider.
var owner_id = target.shape_find_owner(shape_id) # The owner ID in the collider.
var shape = target.shape_owner_get_owner(owner_id)
var target = (CollisionObject2D)GetCollider(); // A CollisionObject2D.
var shapeId = GetColliderShape(); // The shape index in the collider.
var ownerId = target.ShapeFindOwner(shapeId); // The owner ID in the collider.
var shape = target.ShapeOwnerGetOwner(ownerId);
bool get_collision_mask_value(int layer_number) const
bool get_collision_mask_value(int layer_number) constReturns whether or not the specified layer of the collision_mask is enabled, given a layer_number between 1 and 32.
Vector2 get_collision_normal() const
Vector2 get_collision_normal() constReturns the normal of the intersecting object's shape at the collision point, or Vector2(0, 0) if the ray starts inside the shape and hit_from_inside is true. Note: Check that is_colliding() returns true before calling this method to ensure the returned normal is valid and up-to-date.
Vector2 get_collision_point() const
Vector2 get_collision_point() constReturns the collision point at which the ray intersects the closest object, in the global coordinate system. If hit_from_inside is true and the ray starts inside of a collision shape, this function will return the origin point of the ray. Note: Check that is_colliding() returns true before calling this method to ensure the returned point is valid and up-to-date.
bool is_colliding() const
bool is_colliding() constReturns whether any object is intersecting with the ray's vector (considering the vector length).
void remove_exception(CollisionObject2D node)
CollisionObject2D node)Removes a collision exception so the ray can report collisions with the specified specified node.
void remove_exception_rid(RID rid)
RID rid)Removes a collision exception so the ray can report collisions with the specified RID.
void set_collision_mask_value(int layer_number, bool 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.