<?xml version="1.0" encoding="UTF-8" ?> <class name="ShapeCast3D" inherits="Node3D" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Node for physics collision sweep and immediate overlap queries. Similar to the [RayCast3D] node. </brief_description> <description> Shape casting allows to detect collision objects by sweeping the [member shape] along the cast direction determined by [member target_position] (useful for things like beam weapons). Immediate collision overlaps can be done with the [member target_position] set to [code]Vector3(0, 0, 0)[/code] and by calling [method force_shapecast_update] within the same [b]physics frame[/b]. This also helps to overcome some limitations of [Area3D] when used as a continuous detection area, often requiring waiting a couple of frames before collision information is available to [Area3D] nodes, and when using the signals creates unnecessary complexity. The node can detect multiple collision objects, but it's usually used to detect the first collision. [b]Note:[/b] Shape casting is more computationally expensive compared to ray casting. </description> <tutorials> </tutorials> <methods> <method name="add_exception"> <return type="void" /> <param index="0" name="node" type="CollisionObject3D" /> <description> Adds a collision exception so the shape does not report collisions with the specified [CollisionObject3D] 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 shape does not report collisions with the specified [RID]. </description> </method> <method name="clear_exceptions"> <return type="void" /> <description> Removes all collision exceptions for this [ShapeCast3D]. </description> </method> <method name="force_shapecast_update"> <return type="void" /> <description> Updates the collision information for the shape. Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the shape or its parent has changed state. [b]Note:[/b] [code]enabled == true[/code] is not required for this to work. </description> </method> <method name="get_closest_collision_safe_fraction" qualifiers="const"> <return type="float" /> <description> The fraction from the [ShapeCast3D]'s origin to its [member target_position] (between 0 and 1) of how far the shape can move without triggering a collision. </description> </method> <method name="get_closest_collision_unsafe_fraction" qualifiers="const"> <return type="float" /> <description> The fraction from the [ShapeCast3D]'s origin to its [member target_position] (between 0 and 1) of how far the shape must move to trigger a collision. </description> </method> <method name="get_collider" qualifiers="const"> <return type="Object" /> <param index="0" name="index" type="int" /> <description> Returns the collided [Object] of one of the multiple collisions at [param index], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]). </description> </method> <method name="get_collider_rid" qualifiers="const"> <return type="RID" /> <param index="0" name="index" type="int" /> <description> Returns the [RID] of the collided object of one of the multiple collisions at [param index]. </description> </method> <method name="get_collider_shape" qualifiers="const"> <return type="int" /> <param index="0" name="index" type="int" /> <description> Returns the shape ID of the colliding shape of one of the multiple collisions at [param index], or [code]0[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]). </description> </method> <method name="get_collision_count" qualifiers="const"> <return type="int" /> <description> The number of collisions detected at the point of impact. Use this to iterate over multiple collisions as provided by [method get_collider], [method get_collider_shape], [method get_collision_point], and [method get_collision_normal] methods. </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="Vector3" /> <param index="0" name="index" type="int" /> <description> Returns the normal of one of the multiple collisions at [param index] of the intersecting object. </description> </method> <method name="get_collision_point" qualifiers="const"> <return type="Vector3" /> <param index="0" name="index" type="int" /> <description> Returns the collision point of one of the multiple collisions at [param index] where the shape intersects the colliding object. [b]Note:[/b] this point is in the [b]global[/b] coordinate system. </description> </method> <method name="is_colliding" qualifiers="const"> <return type="bool" /> <description> Returns whether any object is intersecting with the shape's vector (considering the vector length). </description> </method> <method name="remove_exception"> <return type="void" /> <param index="0" name="node" type="CollisionObject3D" /> <description> Removes a collision exception so the shape does report collisions with the specified [CollisionObject3D] 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 shape does report collisions with the specified [RID]. </description> </method> <method name="resource_changed"> <return type="void" /> <param index="0" name="resource" type="Resource" /> <description> This method is used internally to update the debug gizmo in the editor. Any code placed in this function will be called whenever the [member shape] resource is modified. </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], collision with [Area3D]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], collision with [PhysicsBody3D]s will be reported. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> The shape'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="collision_result" type="Array" setter="" getter="_get_collision_result" default="[]"> Returns the complete collision information from the collision sweep. The data returned is the same as in the [method PhysicsDirectSpaceState3D.get_rest_info] method. </member> <member name="debug_shape_custom_color" type="Color" setter="set_debug_shape_custom_color" getter="get_debug_shape_custom_color" default="Color(0, 0, 0, 1)"> The custom color to use to draw the shape in the editor and at run-time if [b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This color will be highlighted at run-time if the [ShapeCast3D] is colliding with something. If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in [member ProjectSettings.debug/shapes/collision/shape_color] is used. </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="margin" type="float" setter="set_margin" getter="get_margin" default="0.0"> The collision margin for the shape. A larger margin helps detecting collisions more consistently, at the cost of precision. </member> <member name="max_results" type="int" setter="set_max_results" getter="get_max_results" default="32"> The number of intersections can be limited with this parameter, to reduce the processing time. </member> <member name="shape" type="Shape3D" setter="set_shape" getter="get_shape"> The [Shape3D]-derived shape to be used for collision queries. </member> <member name="target_position" type="Vector3" setter="set_target_position" getter="get_target_position" default="Vector3(0, -1, 0)"> The shape's destination point, relative to this node's [code]position[/code]. </member> </members> </class>