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@@ -30815,14 +30815,21 @@
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</class>
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<class name="RayCast" inherits="Spatial" category="Core">
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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 intersecting with the ray.
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+
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+ RayCast can ignore some objects by adding them to the exception list via [code]add_exception[/code], setting proper filtering with layers, or by filtering object types with type masks.
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+
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+ Only enabled raycasts will be able to query the space and report collisions!
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</description>
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<methods>
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<method name="add_exception">
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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 [code]node[/code].
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</description>
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</method>
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<method name="add_exception_rid">
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@@ -30833,30 +30840,35 @@
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</method>
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<method name="clear_exceptions">
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<description>
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+ Removes all collision exception for this ray.
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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 vector, so you must also use [method is_colliding] to check if the object returned is actually colliding with the ray.
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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.
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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 shape face containing 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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@@ -30870,30 +30882,35 @@
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<return type="int">
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</return>
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<description>
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+ Returns the layer mask for this ray.
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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 this raycast 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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<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 [code]node[/code].
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</description>
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</method>
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<method name="remove_exception_rid">
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@@ -30913,18 +30930,21 @@
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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_layer_mask">
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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 with at least the same mask element set will be detected.
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</description>
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</method>
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<method name="set_type_mask">
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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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@@ -30933,10 +30953,14 @@
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</class>
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<class name="RayCast2D" inherits="Node2D" category="Core">
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<brief_description>
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- Query the closest object intersecting a ray
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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 RayCast2D represents a line from its origin to its destination position [code]cast_to[/code], it is used to query the 2D space in order to find the closest object intersecting with the ray.
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+
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+ RayCast2D can ignore some objects by adding them to the exception list via [code]add_exception[/code], setting proper filtering with layers, or by filtering object types with type masks.
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+
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+ Only enabled raycasts will be able to query the space and report collisions!
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</description>
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<methods>
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<method name="add_exception">
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@@ -30961,7 +30985,7 @@
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<return type="Vector2">
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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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+ 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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@@ -30989,7 +31013,7 @@
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<return type="Vector2">
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</return>
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<description>
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- Returns the collision point in which the ray intersects the closest object.
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+ Returns the collision point in which the ray intersects the closest object. This point is in [b]global[/b] coordinate system.
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</description>
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</method>
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<method name="get_layer_mask" qualifiers="const">
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@@ -31003,6 +31027,7 @@
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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 [Physics2DDirectSpaceState].
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</description>
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</method>
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<method name="is_colliding" qualifiers="const">
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@@ -31016,7 +31041,7 @@
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<return type="bool">
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</return>
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<description>
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- Returns whether this raycast is enabled or not
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+ Returns whether this raycast 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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@@ -31050,12 +31075,14 @@
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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 with at least the same mask element set will be detected.
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</description>
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</method>
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<method name="set_type_mask">
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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 [Physics2DDirectSpaceState], eg. [code]Physics2DDirectSpaceState.TYPE_MASK_STATIC_BODY | Physics2DDirectSpaceState.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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