ShapeCast3D

继承: Node3D < Node < Object

A 3D shape that sweeps a region of space to detect CollisionObject3D 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 RayCast3D, but it allows for sweeping a region of space, rather than just a straight line. ShapeCast3D 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 Vector3(0, 0, 0) and by calling force_shapecast_update within the same physics frame. This helps to overcome some limitations of Area3D 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

方法


属性说明

bool collide_with_areas = false

  • void set_collide_with_areas ( value: bool )
  • bool is_collide_with_areas_enabled ( )

If true, collisions with Area3D s will be reported.


bool collide_with_bodies = true

  • void set_collide_with_bodies ( value: bool )
  • bool is_collide_with_bodies_enabled ( )

If true, collisions with PhysicsBody3D s will be reported.


int collision_mask = 1

  • void set_collision_mask ( value: int )
  • int get_collision_mask ( )

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 PhysicsDirectSpaceState3D.get_rest_info method.


Color debug_shape_custom_color = Color(0, 0, 0, 1)

  • void set_debug_shape_custom_color ( value: Color )
  • Color get_debug_shape_custom_color ( )

The custom color to use to draw the shape in the editor and at run-time if Visible Collision Shapes is enabled in the Debug menu. This color will be highlighted at run-time if the ShapeCast3D is colliding with something.

If set to Color(0.0, 0.0, 0.0) (by default), the color set in ProjectSettings.debug/shapes/collision/shape_color is used.


bool enabled = true

  • void set_enabled ( value: bool )
  • bool is_enabled ( )

If true, collisions will be reported.


bool exclude_parent = true

  • void set_exclude_parent_body ( value: bool )
  • bool get_exclude_parent_body ( )

If true, the parent node will be excluded from collision detection.


float margin = 0.0

  • void set_margin ( value: float )
  • float get_margin ( )

The collision margin for the shape. A larger margin helps detecting collisions more consistently, at the cost of precision.


int max_results = 32

  • void set_max_results ( value: int )
  • int get_max_results ( )

The number of intersections can be limited with this parameter, to reduce the processing time.


Shape3D shape

The shape to be used for collision queries.


Vector3 target_position = Vector3(0, -1, 0)

  • void set_target_position ( value: Vector3 )
  • Vector3 get_target_position ( )

The shape's destination point, relative to this node's Node3D.position.


方法说明

void add_exception ( node: CollisionObject3D )

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.


Vector3 get_collision_normal ( index: int ) const1

Returns the normal of one of the multiple collisions at index of the intersecting object.


Vector3 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.


bool is_colliding ( ) const1

Returns whether any object is intersecting with the shape's vector (considering the vector length).


void remove_exception ( node: CollisionObject3D )

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 resource_changed ( resource: Resource )

已弃用: Use Resource.changed instead.

This method does nothing.


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.

2

本方法通常需要用户覆盖才能生效。

1

本方法无副作用,不会修改该实例的任何成员变量。

3

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。

4

本方法用于构造某个类型。

5

调用本方法无需实例,可直接使用类名进行调用。

6

本方法描述的是使用本类型作为左操作数的有效运算符。

7

这个值是由下列位标志构成位掩码的整数。

8

无返回值。