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Diffstat (limited to 'doc/classes/RayCast.xml')
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diff --git a/doc/classes/RayCast.xml b/doc/classes/RayCast.xml new file mode 100644 index 0000000000..2e6efff769 --- /dev/null +++ b/doc/classes/RayCast.xml @@ -0,0 +1,201 @@ +<?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> |