RayCast2D
继承: Node2D
< CanvasItem
< Node
< Object
A ray in 2D space, used to find the first CollisionObject2D
it intersects.
描述
A raycast represents a ray from its origin to its target_position
that finds the closest CollisionObject2D
along its path, if it intersects any.
RayCast2D can ignore some objects by adding them to an exception list, by making its detection reporting ignore Area2D
s (collide_with_areas
) or PhysicsBody2D
s (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 RayCast2D s or use ShapeCast2D
.
属性
bool | collide_with_areas |
bool | collide_with_bodies |
int | collision_mask |
bool | enabled |
bool | exclude_parent |
bool | hit_from_inside |
Vector2 | target_position |
方法
void | add_exception ( node: CollisionObject2D ) |
void | add_exception_rid ( rid: RID ) |
void | clear_exceptions ( ) |
void | force_raycast_update ( ) |
Object | get_collider ( ) const1 |
RID | get_collider_rid ( ) const1 |
int | get_collider_shape ( ) const1 |
bool | get_collision_mask_value ( layer_number: int ) const1 |
Vector2 | get_collision_normal ( ) const1 |
Vector2 | get_collision_point ( ) const1 |
bool | is_colliding ( ) const1 |
void | remove_exception ( node: CollisionObject2D ) |
void | remove_exception_rid ( rid: RID ) |
void | set_collision_mask_value ( layer_number: int , value: bool ) |
属性说明
bool
collide_with_areas = false
If true
, collisions with Area2D
s will be reported.
bool
collide_with_bodies = true
If true
, collisions with PhysicsBody2D
s will be reported.
int
collision_mask = 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.
bool
enabled = true
If true
, collisions will be reported.
bool
exclude_parent = true
If true
, the parent node will be excluded from collision detection.
bool
hit_from_inside = 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
target_position = Vector2(0, 50)
The ray's destination point, relative to the RayCast's position
.
方法说明
void
add_exception ( node: CollisionObject2D
)
Adds a collision exception so the ray does not report collisions with the specified CollisionObject2D
node.
void
add_exception_rid ( rid: RID
)
Adds a collision exception so the ray does not report collisions with the specified RID
.
void
clear_exceptions ( )
Removes all collision exceptions for this ray.
void
force_raycast_update ( )
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.
Object
get_collider ( ) const1
Returns the first object that the ray intersects, or null
if no object is intersecting the ray (i.e. is_colliding
returns false
).
RID
get_collider_rid ( ) const1
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
).
int
get_collider_shape ( ) const1
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)
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);
bool
get_collision_mask_value ( layer_number: int
) const1
Returns whether or not the specified layer of the collision_mask
is enabled, given a layer_number
between 1 and 32.
Vector2
get_collision_normal ( ) const1
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
.
Note: Check that is_colliding
returns true
before calling this method to ensure the returned normal is valid and up-to-date.
Vector2
get_collision_point ( ) const1
Returns the collision point at which the ray intersects the closest object, in the global coordinate system. 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: Check that is_colliding
returns true
before calling this method to ensure the returned point is valid and up-to-date.
Returns whether any object is intersecting with the ray's vector (considering the vector length).
void
remove_exception ( node: CollisionObject2D
)
Removes a collision exception so the ray does report collisions with the specified CollisionObject2D
node.
void
remove_exception_rid ( rid: RID
)
Removes a collision exception so the ray does report collisions with the specified RID
.
void
set_collision_mask_value ( layer_number: int
, value: bool
)
Based on value
, enables or disables the specified layer in the collision_mask
, given a layer_number
between 1 and 32.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。