150 lines
6.2 KiB
XML
150 lines
6.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="RayCast3D" inherits="Node3D" version="4.0">
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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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RayCast3D can ignore some objects by adding them to the exception list via [code]add_exception[/code] or by setting proper filtering with collision layers and masks.
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RayCast3D can be configured to report collisions with [Area3D]s ([member collide_with_areas]) and/or [PhysicsBody3D]s ([member collide_with_bodies]).
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Only enabled raycasts will be able to query the space and report collisions.
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RayCast3D 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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<link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
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</tutorials>
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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.
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[b]Note:[/b] [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_collider" qualifiers="const">
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<return type="Object">
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</return>
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<description>
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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]).
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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 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]).
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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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Returns [code]true[/code] if the bit index passed is turned on.
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[b]Note:[/b] Bit indices range from 0-19.
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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.
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[b]Note:[/b] 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="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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Returns whether any object is intersecting with the ray's vector (considering the vector length).
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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_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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Sets the bit index passed to the [code]value[/code] passed.
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[b]Note:[/b] Bit indexes range from 0-19.
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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" default="Vector3( 0, -1, 0 )">
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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="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false">
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If [code]true[/code], collision with [Area3D]s will be reported.
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</member>
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<member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true">
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If [code]true[/code], collision with [PhysicsBody3D]s will be reported.
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
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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" default="true">
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If [code]true[/code], collisions will be reported.
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</member>
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<member name="exclude_parent" type="bool" setter="set_exclude_parent_body" getter="get_exclude_parent_body" default="true">
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If [code]true[/code], collisions will be ignored for this RayCast3D's immediate parent.
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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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