ShapeCast2D
继承: Node2D
< CanvasItem
< Node
< Object
A 2D shape that sweeps a region of space to detect CollisionObject2D
s.
描述
Shape casting allows to detect collision objects by sweeping its shape
along the cast direction determined by target_position
. This is similar to RayCast2D
, but it allows for sweeping a region of space, rather than just a straight line. ShapeCast2D can detect multiple collision objects. It is useful for things like wide laser beams or snapping a simple shape to a floor.
Immediate collision overlaps can be done with the target_position
set to Vector2(0, 0)
and by calling force_shapecast_update
within the same physics frame. This helps to overcome some limitations of Area2D
when used as an instantaneous detection area, as collision information isn't immediately available to it.
Note: Shape casting is more computationally expensive than ray casting.
属性
bool | collide_with_areas |
bool | collide_with_bodies |
int | collision_mask |
Array | collision_result |
bool | enabled |
bool | exclude_parent |
float | margin |
int | max_results |
Shape2D | shape |
Vector2 | target_position |
方法
void | add_exception ( node: CollisionObject2D ) |
void | add_exception_rid ( rid: RID ) |
void | clear_exceptions ( ) |
void | force_shapecast_update ( ) |
float | get_closest_collision_safe_fraction ( ) const1 |
float | get_closest_collision_unsafe_fraction ( ) const1 |
Object | get_collider ( index: int ) const1 |
RID | get_collider_rid ( index: int ) const1 |
int | get_collider_shape ( index: int ) const1 |
int | get_collision_count ( ) const1 |
bool | get_collision_mask_value ( layer_number: int ) const1 |
Vector2 | get_collision_normal ( index: int ) const1 |
Vector2 | get_collision_point ( index: int ) 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 shape'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.
Array
collision_result = []
Array
get_collision_result ( )
Returns the complete collision information from the collision sweep. The data returned is the same as in the PhysicsDirectSpaceState2D.get_rest_info
method.
bool
enabled = true
If true
, collisions will be reported.
bool
exclude_parent = true
If true
, the parent node will be excluded from collision detection.
float
margin = 0.0
The collision margin for the shape. A larger margin helps detecting collisions more consistently, at the cost of precision.
int
max_results = 32
The number of intersections can be limited with this parameter, to reduce the processing time.
Shape2D
shape
The shape to be used for collision queries.
Vector2
target_position = Vector2(0, 50)
The shape's destination point, relative to this node's Node2D.position
.
方法说明
void
add_exception ( node: CollisionObject2D
)
Adds a collision exception so the shape does not report collisions with the specified node.
void
add_exception_rid ( rid: RID
)
Adds a collision exception so the shape does not report collisions with the specified RID
.
void
clear_exceptions ( )
Removes all collision exceptions for this shape.
void
force_shapecast_update ( )
Updates the collision information for the shape immediately, without waiting for the next _physics_process
call. Use this method, for example, when the shape or its parent has changed state.
Note: Setting enabled
to true
is not required for this to work.
float
get_closest_collision_safe_fraction ( ) const1
Returns the fraction from this cast's origin to its target_position
of how far the shape can move without triggering a collision, as a value between 0.0
and 1.0
.
float
get_closest_collision_unsafe_fraction ( ) const1
Returns the fraction from this cast's origin to its target_position
of how far the shape must move to trigger a collision, as a value between 0.0
and 1.0
.
In ideal conditions this would be the same as get_closest_collision_safe_fraction
, however shape casting is calculated in discrete steps, so the precise point of collision can occur between two calculated positions.
Object
get_collider ( index: int
) const1
Returns the collided Object
of one of the multiple collisions at index
, or null
if no object is intersecting the shape (i.e. is_colliding
returns false
).
RID
get_collider_rid ( index: int
) const1
Returns the RID
of the collided object of one of the multiple collisions at index
.
int
get_collider_shape ( index: int
) const1
Returns the shape ID of the colliding shape of one of the multiple collisions at index
, or 0
if no object is intersecting the shape (i.e. is_colliding
returns false
).
int
get_collision_count ( ) const1
The number of collisions detected at the point of impact. Use this to iterate over multiple collisions as provided by get_collider
, get_collider_shape
, get_collision_point
, and get_collision_normal
methods.
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 ( index: int
) const1
Returns the normal of one of the multiple collisions at index
of the intersecting object.
Vector2
get_collision_point ( index: int
) const1
Returns the collision point of one of the multiple collisions at index
where the shape intersects the colliding object.
Note: This point is in the global coordinate system.
Returns whether any object is intersecting with the shape's vector (considering the vector length).
void
remove_exception ( node: CollisionObject2D
)
Removes a collision exception so the shape does report collisions with the specified node.
void
remove_exception_rid ( rid: RID
)
Removes a collision exception so the shape 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。