summaryrefslogtreecommitdiff
path: root/doc/classes/RayCast.xml
blob: 20e262b6644a3f105e9ae83d069126f533aeb901 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
<?xml version="1.0" encoding="UTF-8" ?>
<class name="RayCast" inherits="Spatial" category="Core" version="3.0-beta">
	<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 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 [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]_physics_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_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_mask_bit" qualifiers="const">
			<return type="bool">
			</return>
			<argument index="0" name="bit" type="int">
			</argument>
			<description>
				Returns [code]true[/code] if the bit index passed is turned on. Note that bit indexes range from 0-19.
			</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="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="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_collision_mask_bit">
			<return type="void">
			</return>
			<argument index="0" name="bit" type="int">
			</argument>
			<argument index="1" name="value" type="bool">
			</argument>
			<description>
				Sets the bit index passed to the [code]value[/code] passed. Note that bit indexes range from 0-19.
			</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_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
			The ray's collision mask. Only objects in at least one collision layer enabled in the mask 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="exclude_parent" type="bool" setter="set_exclude_parent_body" getter="get_exclude_parent_body">
			If [code]true[/code] collisions will be ignored for this RayCast's immediate parent. Default value: [code]true[/code].
		</member>
	</members>
	<constants>
	</constants>
</class>