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- <?xml version="1.0" encoding="UTF-8" ?>
- <class name="RayCast3D" inherits="Node3D" 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 3D space in order to find the closest object along the path of the ray.
- RayCast3D can ignore some objects by adding them to the exception list via [method add_exception] or by setting proper filtering with collision layers and masks.
- RayCast3D can be configured to report collisions with [Area3D]s ([member collide_with_areas]) and/or [PhysicsBody3D]s ([member collide_with_bodies]).
- Only enabled raycasts will be able to query the space and report collisions.
- 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.
- </description>
- <tutorials>
- <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
- <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</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="Vector3" />
- <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="Vector3" />
- <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 [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 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="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 [RayCast3D] 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="debug_shape_thickness" type="float" setter="set_debug_shape_thickness" getter="get_debug_shape_thickness" default="2.0">
- If set to [code]1[/code], a line is used as the debug shape. Otherwise, a truncated pyramid is drawn to represent the [RayCast3D]. Requires [b]Visible Collision Shapes[/b] to be enabled in the [b]Debug[/b] menu for the debug shape to be visible at run-time.
- </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], collisions will be ignored for this RayCast3D's immediate parent.
- </member>
- <member name="target_position" type="Vector3" setter="set_target_position" getter="get_target_position" default="Vector3(0, -1, 0)">
- The ray's destination point, relative to the RayCast's [code]position[/code].
- </member>
- </members>
- </class>
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