Inherits: Node2D < CanvasItem < Node < Object
A ray in 2D space, used to find the first CollisionObject2D it intersects.
A raycast represents a ray from its origin to its target_position that finds the closest CollisionObject2D along its path, if it intersects any. This is useful for a lot of things, such as
RayCast2D can ignore some objects by adding them to an exception list, by making its detection reporting ignore Area2Ds (collide_with_areas) or PhysicsBody2Ds (collide_with_bodies), or by configuring physics layers.
RayCast2D calculates intersection every physics frame, and it holds the result until the next physics frame. For an immediate raycast, or if you want to configure a RayCast2D multiple times within the same physics frame, use force_raycast_update.
To sweep over a region of 2D space, you can approximate the region with multiple RayCast2Ds or use ShapeCast2D.
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void | add_exception ( CollisionObject2D node ) |
void | add_exception_rid ( RID rid ) |
void | clear_exceptions ( ) |
void | |
get_collider ( ) const | |
get_collider_rid ( ) const | |
get_collider_shape ( ) const | |
get_collision_mask_value ( int layer_number ) const | |
get_collision_normal ( ) const | |
get_collision_point ( ) const | |
is_colliding ( ) const | |
void | remove_exception ( CollisionObject2D node ) |
void | remove_exception_rid ( RID rid ) |
void | set_collision_mask_value ( int layer_number, bool value ) |
false
If true, collisions with Area2Ds will be reported.
true
If true, collisions with PhysicsBody2Ds will be reported.
1
The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See Collision layers and masks in the documentation for more information.
true
If true, collisions will be reported.
true
If true, the parent node will be excluded from collision detection.
false
If true, the ray will detect a hit when starting inside shapes. In this case the collision normal will be Vector2(0, 0). Does not affect concave polygon shapes.
Vector2(0, 50)
The ray's destination point, relative to the RayCast's position.
Adds a collision exception so the ray does not report collisions with the specified CollisionObject2D node.
Adds a collision exception so the ray does not report collisions with the specified RID.
Removes all collision exceptions for this ray.
Updates the collision information for the ray immediately, without waiting for the next _physics_process call. Use this method, for example, when the ray or its parent has changed state.
Note: enabled does not need to be true for this to work.
Returns the first object that the ray intersects, or null if no object is intersecting the ray (i.e. is_colliding returns false).
Returns the RID of the first object that the ray intersects, or an empty RID if no object is intersecting the ray (i.e. is_colliding returns false).
Returns the shape ID of the first object that the ray intersects, or 0 if no object is intersecting the ray (i.e. is_colliding returns false).
To get the intersected shape node, for a CollisionObject2D target, use:
var target = get_collider() # A CollisionObject2D. var shape_id = get_collider_shape() # The shape index in the collider. var owner_id = target.shape_find_owner(shape_id) # The owner ID in the collider. var shape = target.shape_owner_get_owner(owner_id)C#
var target = (CollisionObject2D)GetCollider(); // A CollisionObject2D. var shapeId = GetColliderShape(); // The shape index in the collider. var ownerId = target.ShapeFindOwner(shapeId); // The owner ID in the collider. var shape = target.ShapeOwnerGetOwner(ownerId);
Returns whether or not the specified layer of the collision_mask is enabled, given a layer_number between 1 and 32.
Returns the normal of the intersecting object's shape at the collision point, or Vector2(0, 0) if the ray starts inside the shape and hit_from_inside is true.
Returns the collision point at which the ray intersects the closest object. If hit_from_inside is true and the ray starts inside of a collision shape, this function will return the origin point of the ray.
Note: This point is in the global coordinate system.
Returns whether any object is intersecting with the ray's vector (considering the vector length).
Removes a collision exception so the ray does report collisions with the specified CollisionObject2D node.
Removes a collision exception so the ray does report collisions with the specified RID.
Based on value, enables or disables the specified layer in the collision_mask, given a layer_number between 1 and 32.
© 2014–present Juan Linietsky, Ariel Manzur and the Godot community
Licensed under the Creative Commons Attribution Unported License v3.0.
https://docs.godotengine.org/en/4.2/classes/class_raycast2d.html