godot/doc/classes/RayCast2D.xml
PouleyKetchoupp 989acbbe81 Uniformize layer names, script methods and documentation
- Back to 1-based layer names to make it clearer in editor UI
- Layer bit accessors are renamed to layer value and 1-based too
- Uniform errors and documentation in render and physics
- Fix a few remaining collision_layer used in place of collision_mask
2021-08-12 08:06:42 -07:00

128 lines
6.3 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="RayCast2D" inherits="Node2D" version="4.0">
<brief_description>
Query the closest object intersecting a ray.
</brief_description>
<description>
A RayCast represents a line from its origin to its destination position, [member target_position]. It is used to query the 2D space in order to find the closest object along the path of the ray.
RayCast2D can ignore some objects by adding them to the exception list via [method add_exception], by setting proper filtering with collision layers, or by filtering object types with type masks.
RayCast2D can be configured to report collisions with [Area2D]s ([member collide_with_areas]) and/or [PhysicsBody2D]s ([member collide_with_bodies]).
Only enabled raycasts will be able to query the space and report collisions.
RayCast2D 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>
<link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
</tutorials>
<methods>
<method name="add_exception">
<return type="void" />
<argument index="0" name="node" type="Object" />
<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" />
<argument 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. 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.
[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_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]).
</description>
</method>
<method name="get_collision_mask_value" qualifiers="const">
<return type="bool" />
<argument index="0" name="layer_number" type="int" />
<description>
Returns whether or not the specified layer of the [member collision_mask] is enabled, given a [code]layer_number[/code] 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.
</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.
[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 ray's vector (considering the vector length).
</description>
</method>
<method name="remove_exception">
<return type="void" />
<argument index="0" name="node" type="Object" />
<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" />
<argument 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" />
<argument index="0" name="layer_number" type="int" />
<argument index="1" name="value" type="bool" />
<description>
Based on [code]value[/code], enables or disables the specified layer in the [member collision_mask], given a [code]layer_number[/code] 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 [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], collision 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=https://docs.godotengine.org/en/latest/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="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>
<constants>
</constants>
</class>