mirror of
https://github.com/godotengine/godot
synced 2024-11-05 16:53:09 +00:00
1c1524a651
Can't stop, won't stop, they said, huh?
142 lines
8.1 KiB
XML
142 lines
8.1 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="RayCast3D" inherits="Node3D" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
|
|
<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">$DOCS_URL/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" />
|
|
<param index="0" name="node" type="CollisionObject3D" />
|
|
<description>
|
|
Adds a collision exception so the ray 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 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_rid" qualifiers="const">
|
|
<return type="RID" />
|
|
<description>
|
|
Returns the [RID] of the first object that the ray intersects, or an empty [RID] 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" />
|
|
<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" />
|
|
<description>
|
|
Returns the normal of the intersecting object's shape at the collision point, or [code]Vector3(0, 0, 0)[/code] if the ray starts inside the shape and [member hit_from_inside] is [code]true[/code].
|
|
</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" />
|
|
<param index="0" name="node" type="CollisionObject3D" />
|
|
<description>
|
|
Removes a collision exception so the ray 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 ray does report collisions with the specified [RID].
|
|
</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 ray'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="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="int" setter="set_debug_shape_thickness" getter="get_debug_shape_thickness" default="2">
|
|
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="hit_from_inside" type="bool" setter="set_hit_from_inside" getter="is_hit_from_inside_enabled" default="false">
|
|
If [code]true[/code], the ray will detect a hit when starting inside shapes. In this case the collision normal will be [code]Vector3(0, 0, 0)[/code]. Does not affect shapes with no volume like concave polygon or heightmap.
|
|
</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>
|