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217 lines
8.0 KiB
XML
217 lines
8.0 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="RayCast" inherits="Spatial" category="Core" version="3.0.alpha.custom_build">
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<brief_description>
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Query the closest object intersecting a ray.
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</brief_description>
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<description>
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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.
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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.
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Only enabled raycasts will be able to query the space and report collisions.
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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.
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</description>
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<tutorials>
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</tutorials>
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<demos>
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</demos>
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<methods>
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<method name="add_exception">
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<return type="void">
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</return>
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<argument index="0" name="node" type="Object">
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</argument>
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<description>
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Adds a collision exception so the ray does not report collisions with the specified node.
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</description>
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</method>
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<method name="add_exception_rid">
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<return type="void">
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</return>
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<argument index="0" name="rid" type="RID">
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</argument>
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<description>
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Adds a collision exception so the ray does not report collisions with the specified [RID].
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</description>
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</method>
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<method name="clear_exceptions">
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<return type="void">
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</return>
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<description>
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Removes all collision exceptions for this ray.
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</description>
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</method>
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<method name="force_raycast_update">
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<return type="void">
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</return>
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<description>
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Updates the collision information for the ray.
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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.
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</description>
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</method>
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<method name="get_cast_to" qualifiers="const">
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<return type="Vector3">
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</return>
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<description>
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Return the destination point of this ray object.
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</description>
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</method>
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<method name="get_collider" qualifiers="const">
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<return type="Object">
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</return>
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<description>
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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.
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Example:
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[codeblock]
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if RayCast.is_colliding():
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var collider = RayCast.get_collider()
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[/codeblock]
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</description>
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</method>
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<method name="get_collider_shape" qualifiers="const">
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<return type="int">
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</return>
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<description>
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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.
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Example:
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[codeblock]
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if RayCast.is_colliding():
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var shape = RayCast.get_collider_shape()
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[/codeblock]
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</description>
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</method>
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<method name="get_collision_mask" qualifiers="const">
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<return type="int">
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</return>
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<description>
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Returns the collision mask for this ray.
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</description>
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</method>
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<method name="get_collision_mask_bit" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="bit" type="int">
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</argument>
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<description>
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</description>
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</method>
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<method name="get_collision_normal" qualifiers="const">
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<return type="Vector3">
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</return>
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<description>
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Returns the normal of the intersecting object's shape at the collision point.
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</description>
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</method>
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<method name="get_collision_point" qualifiers="const">
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<return type="Vector3">
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</return>
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<description>
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Returns the collision point at which the ray intersects the closest object. Note: this point is in the [b]global[/b] coordinate system.
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</description>
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</method>
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<method name="get_type_mask" qualifiers="const">
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<return type="int">
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</return>
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<description>
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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].
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</description>
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</method>
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<method name="is_colliding" qualifiers="const">
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<return type="bool">
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</return>
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<description>
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Return whether the closest object the ray is pointing to is colliding with the vector (considering the vector length).
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</description>
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</method>
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<method name="is_enabled" qualifiers="const">
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<return type="bool">
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</return>
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<description>
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Returns whether the ray is enabled or not.
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</description>
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</method>
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<method name="remove_exception">
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<return type="void">
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</return>
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<argument index="0" name="node" type="Object">
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</argument>
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<description>
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Removes a collision exception so the ray does report collisions with the specified node.
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</description>
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</method>
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<method name="remove_exception_rid">
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<return type="void">
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</return>
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<argument index="0" name="rid" type="RID">
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</argument>
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<description>
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Removes a collision exception so the ray does report collisions with the specified [RID].
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</description>
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</method>
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<method name="set_cast_to">
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<return type="void">
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</return>
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<argument index="0" name="local_point" type="Vector3">
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</argument>
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<description>
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Sets the ray destination point, so that the ray will test from the ray's origin to [code]local_point[/code].
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</description>
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</method>
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<method name="set_collision_mask">
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<return type="void">
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</return>
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<argument index="0" name="mask" type="int">
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</argument>
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<description>
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Set the mask to filter objects. Only objects in at least one collision layer enabled in the mask will be detected.
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</description>
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</method>
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<method name="set_collision_mask_bit">
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<return type="void">
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</return>
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<argument index="0" name="bit" type="int">
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</argument>
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<argument index="1" name="value" type="bool">
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</argument>
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<description>
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</description>
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</method>
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<method name="set_enabled">
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<return type="void">
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</return>
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<argument index="0" name="enabled" type="bool">
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</argument>
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<description>
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Enables the RayCast2D. Only enabled raycasts will be able to query the space and report collisions.
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</description>
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</method>
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<method name="set_type_mask">
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<return type="void">
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</return>
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<argument index="0" name="mask" type="int">
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</argument>
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<description>
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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.
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</description>
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</method>
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</methods>
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<members>
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<member name="cast_to" type="Vector3" setter="set_cast_to" getter="get_cast_to">
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The ray's destination point, relative to the RayCast's [code]position[/code].
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
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The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected.
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</member>
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<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled">
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If [code]true[/code], collisions will be reported. Default value: [code]false[/code].
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</member>
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<member name="type_mask" type="int" setter="set_type_mask" getter="get_type_mask">
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Object types to detect using a logical sum (OR operation) of type constants defined in [Physics2DDirectSpaceState].
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Example:
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[codeblock]
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RayCast.type_mask = Physics2DDirectSpaceState.TYPE_MASK_STATIC_BODY | Physics2DDirectSpaceState.TYPE_MASK_KINEMATIC_BODY
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[/codeblock]
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</member>
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</members>
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<constants>
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</constants>
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</class>
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