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+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="RayCast" inherits="Spatial" category="Core" version="3.0.alpha.custom_build">
+ <brief_description>
+ Query the closest object intersecting a ray.
+ </brief_description>
+ <description>
+ A RayCast represents a line from its origin to its destination position, [code]cast_to[/code]. It is used to query the 3D space in order to find the closest object along the path of the ray.
+
+ RayCast can ignore some objects by adding them to the exception list via [code]add_exception[/code], by setting proper filtering with collision layers, or by filtering object types with type masks.
+
+ Only enabled raycasts will be able to query the space and report collisions.
+
+ RayCast calculates intersection every fixed frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between fixed frames (or during the same frame) use [method force_raycast_update] after adjusting the raycast.
+ </description>
+ <tutorials>
+ </tutorials>
+ <demos>
+ </demos>
+ <methods>
+ <method name="add_exception">
+ <return type="void">
+ </return>
+ <argument index="0" name="node" type="Object">
+ </argument>
+ <description>
+ Adds a collision exception so the ray does not report collisions with the specified node.
+ </description>
+ </method>
+ <method name="add_exception_rid">
+ <return type="void">
+ </return>
+ <argument index="0" name="rid" type="RID">
+ </argument>
+ <description>
+ Adds a collision exception so the ray does not report collisions with the specified [RID].
+ </description>
+ </method>
+ <method name="clear_exceptions">
+ <return type="void">
+ </return>
+ <description>
+ Removes all collision exceptions for this ray.
+ </description>
+ </method>
+ <method name="force_raycast_update">
+ <return type="void">
+ </return>
+ <description>
+ Updates the collision information for the ray.
+ Use this method to update the collision information immediately instead of waiting for the next [code]_fixed_process[/code] call, for example if the ray or its parent has changed state. Note: [code]enabled == true[/code] is not required for this to work.
+ </description>
+ </method>
+ <method name="get_cast_to" qualifiers="const">
+ <return type="Vector3">
+ </return>
+ <description>
+ Return the destination point of this ray object.
+ </description>
+ </method>
+ <method name="get_collider" qualifiers="const">
+ <return type="Object">
+ </return>
+ <description>
+ 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 [method is_colliding] to check if the object returned is actually colliding with the ray.
+ Example:
+ [codeblock]
+ if RayCast.is_colliding():
+ var collider = RayCast.get_collider()
+ [/codeblock]
+ </description>
+ </method>
+ <method name="get_collider_shape" qualifiers="const">
+ <return type="int">
+ </return>
+ <description>
+ 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 [method is_colliding] to check if the object returned is actually colliding with the ray.
+ Example:
+ [codeblock]
+ if RayCast.is_colliding():
+ var shape = RayCast.get_collider_shape()
+ [/codeblock]
+ </description>
+ </method>
+ <method name="get_collision_layer" qualifiers="const">
+ <return type="int">
+ </return>
+ <description>
+ Returns the collision layer for this ray.
+ </description>
+ </method>
+ <method name="get_collision_normal" qualifiers="const">
+ <return type="Vector3">
+ </return>
+ <description>
+ Returns the normal of the intersecting object's shape at the collision point.
+ </description>
+ </method>
+ <method name="get_collision_point" qualifiers="const">
+ <return type="Vector3">
+ </return>
+ <description>
+ Returns the collision point at which the ray intersects the closest object. Note: this point is in the [b]global[/b] coordinate system.
+ </description>
+ </method>
+ <method name="get_type_mask" qualifiers="const">
+ <return type="int">
+ </return>
+ <description>
+ Returns the type mask (types of objects to detect) for this ray. The value is a sum (bitwise OR'd) of constants available for [PhysicsDirectSpaceState].
+ </description>
+ </method>
+ <method name="is_colliding" qualifiers="const">
+ <return type="bool">
+ </return>
+ <description>
+ Return whether the closest object the ray is pointing to is colliding with the vector (considering the vector length).
+ </description>
+ </method>
+ <method name="is_enabled" qualifiers="const">
+ <return type="bool">
+ </return>
+ <description>
+ Returns whether the ray is enabled or not.
+ </description>
+ </method>
+ <method name="remove_exception">
+ <return type="void">
+ </return>
+ <argument index="0" name="node" type="Object">
+ </argument>
+ <description>
+ Removes a collision exception so the ray does report collisions with the specified node.
+ </description>
+ </method>
+ <method name="remove_exception_rid">
+ <return type="void">
+ </return>
+ <argument index="0" name="rid" type="RID">
+ </argument>
+ <description>
+ Removes a collision exception so the ray does report collisions with the specified [RID].
+ </description>
+ </method>
+ <method name="set_cast_to">
+ <return type="void">
+ </return>
+ <argument index="0" name="local_point" type="Vector3">
+ </argument>
+ <description>
+ Sets the ray destination point, so that the ray will test from the ray's origin to [code]local_point[/code].
+ </description>
+ </method>
+ <method name="set_collision_layer">
+ <return type="void">
+ </return>
+ <argument index="0" name="layer" type="int">
+ </argument>
+ <description>
+ Set the mask to filter objects. Only objects with at least the same mask element set will be detected.
+ </description>
+ </method>
+ <method name="set_enabled">
+ <return type="void">
+ </return>
+ <argument index="0" name="enabled" type="bool">
+ </argument>
+ <description>
+ Enables the RayCast2D. Only enabled raycasts will be able to query the space and report collisions.
+ </description>
+ </method>
+ <method name="set_type_mask">
+ <return type="void">
+ </return>
+ <argument index="0" name="mask" type="int">
+ </argument>
+ <description>
+ Set the types of objects to detect. For [code]mask[/code] use a logic sum (OR operation) of constants defined in [PhysicsDirectSpaceState], eg. [code]PhysicsDirectSpaceState.TYPE_MASK_STATIC_BODY | PhysicsDirectSpaceState.TYPE_MASK_KINEMATIC_BODY[/code] to detect only those two types.
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="cast_to" type="Vector3" setter="set_cast_to" getter="get_cast_to">
+ The ray's destination point, relative to the RayCast's [code]position[/code].
+ </member>
+ <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer">
+ The RayCast's collison layer(s). Only bodies in the same collision layer(s) will be detected.
+ </member>
+ <member name="enabled" type="bool" setter="set_enabled" getter="is_enabled">
+ If [code]true[/code], collisions will be reported. Default value: [code]false[/code].
+ </member>
+ <member name="type_mask" type="int" setter="set_type_mask" getter="get_type_mask">
+ Object types to detect using a logical sum (OR operation) of type constants defined in [Physics2DDirectSpaceState].
+ Example:
+ [codeblock]
+ RayCast.type_mask = Physics2DDirectSpaceState.TYPE_MASK_STATIC_BODY | Physics2DDirectSpaceState.TYPE_MASK_KINEMATIC_BODY
+ [/codeblock]
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>