<?xml version="1.0" encoding="UTF-8" ?> <class name="RayCast2D" inherits="Node2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A ray in 2D space, used to find the first [CollisionObject2D] it intersects. </brief_description> <description> A raycast represents a ray from its origin to its [member target_position] that finds the closest [CollisionObject2D] 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 [Area2D]s ([member collide_with_areas]) or [PhysicsBody2D]s ([member 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 [method force_raycast_update]. To sweep over a region of 2D space, you can approximate the region with multiple [RayCast2D]s or use [ShapeCast2D]. </description> <tutorials> <link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link> </tutorials> <methods> <method name="add_exception"> <return type="void" /> <param index="0" name="node" type="CollisionObject2D" /> <description> Adds a collision exception so the ray does not report collisions with the specified [CollisionObject2D] node. </description> </method> <method name="add_exception_rid"> <return type="void" /> <param index="0" name="rid" type="RID" /> <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" /> <description> Removes all collision exceptions for this ray. </description> </method> <method name="force_raycast_update"> <return type="void" /> <description> Updates the collision information for the ray immediately, without waiting for the next [code]_physics_process[/code] call. Use this method, for example, when the ray or its parent has changed state. [b]Note:[/b] [member enabled] does not need to be [code]true[/code] for this to work. </description> </method> <method name="get_collider" qualifiers="const"> <return type="Object" /> <description> Returns the first object that the ray intersects, or [code]null[/code] if no object is intersecting the ray (i.e. [method is_colliding] returns [code]false[/code]). </description> </method> <method name="get_collider_rid" qualifiers="const"> <return type="RID" /> <description> Returns the [RID] of the first object that the ray intersects, or an empty [RID] if no object is intersecting the ray (i.e. [method is_colliding] returns [code]false[/code]). </description> </method> <method name="get_collider_shape" qualifiers="const"> <return type="int" /> <description> Returns the shape ID of the first object that the ray intersects, or [code]0[/code] if no object is intersecting the ray (i.e. [method is_colliding] returns [code]false[/code]). To get the intersected shape node, for a [CollisionObject2D] target, use: [codeblocks] [gdscript] 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) [/gdscript] [csharp] 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); [/csharp] [/codeblocks] </description> </method> <method name="get_collision_mask_value" qualifiers="const"> <return type="bool" /> <param index="0" name="layer_number" type="int" /> <description> Returns whether or not the specified layer of the [member collision_mask] is enabled, given a [param layer_number] between 1 and 32. </description> </method> <method name="get_collision_normal" qualifiers="const"> <return type="Vector2" /> <description> Returns the normal of the intersecting object's shape at the collision point, or [code]Vector2(0, 0)[/code] if the ray starts inside the shape and [member hit_from_inside] is [code]true[/code]. [b]Note:[/b] Check that [method is_colliding] returns [code]true[/code] before calling this method to ensure the returned normal is valid and up-to-date. </description> </method> <method name="get_collision_point" qualifiers="const"> <return type="Vector2" /> <description> Returns the collision point at which the ray intersects the closest object, in the global coordinate system. If [member hit_from_inside] is [code]true[/code] and the ray starts inside of a collision shape, this function will return the origin point of the ray. [b]Note:[/b] Check that [method is_colliding] returns [code]true[/code] before calling this method to ensure the returned point is valid and up-to-date. </description> </method> <method name="is_colliding" qualifiers="const"> <return type="bool" /> <description> Returns whether any object is intersecting with the ray's vector (considering the vector length). </description> </method> <method name="remove_exception"> <return type="void" /> <param index="0" name="node" type="CollisionObject2D" /> <description> Removes a collision exception so the ray does report collisions with the specified [CollisionObject2D] node. </description> </method> <method name="remove_exception_rid"> <return type="void" /> <param index="0" name="rid" type="RID" /> <description> Removes a collision exception so the ray does report collisions with the specified [RID]. </description> </method> <method name="set_collision_mask_value"> <return type="void" /> <param index="0" name="layer_number" type="int" /> <param index="1" name="value" type="bool" /> <description> Based on [param value], enables or disables the specified layer in the [member collision_mask], given a [param layer_number] between 1 and 32. </description> </method> </methods> <members> <member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false"> If [code]true[/code], collisions with [Area2D]s will be reported. </member> <member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true"> If [code]true[/code], collisions with [PhysicsBody2D]s will be reported. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true"> If [code]true[/code], collisions will be reported. </member> <member name="exclude_parent" type="bool" setter="set_exclude_parent_body" getter="get_exclude_parent_body" default="true"> If [code]true[/code], the parent node will be excluded from collision detection. </member> <member name="hit_from_inside" type="bool" setter="set_hit_from_inside" getter="is_hit_from_inside_enabled" default="false"> If [code]true[/code], the ray will detect a hit when starting inside shapes. In this case the collision normal will be [code]Vector2(0, 0)[/code]. Does not affect concave polygon shapes. </member> <member name="target_position" type="Vector2" setter="set_target_position" getter="get_target_position" default="Vector2(0, 50)"> The ray's destination point, relative to the RayCast's [code]position[/code]. </member> </members> </class>