.. Generated automatically by doc/tools/makerst.py in Godot's source tree. .. DO NOT EDIT THIS FILE, but the doc/base/classes.xml source instead. .. _class_RayCast2D: RayCast2D ========= **Inherits:** :ref:`Node2D` **<** :ref:`CanvasItem` **<** :ref:`Node` **<** :ref:`Object` **Category:** Core Brief Description ----------------- Query the closest object intersecting a ray. Member Functions ---------------- +--------------------------------+-----------------------------------------------------------------------------------------------------------+ | void | :ref:`add_exception` **(** :ref:`Object` node **)** | +--------------------------------+-----------------------------------------------------------------------------------------------------------+ | void | :ref:`add_exception_rid` **(** :ref:`RID` rid **)** | +--------------------------------+-----------------------------------------------------------------------------------------------------------+ | void | :ref:`clear_exceptions` **(** **)** | +--------------------------------+-----------------------------------------------------------------------------------------------------------+ | void | :ref:`force_raycast_update` **(** **)** | +--------------------------------+-----------------------------------------------------------------------------------------------------------+ | :ref:`Vector2` | :ref:`get_cast_to` **(** **)** const | +--------------------------------+-----------------------------------------------------------------------------------------------------------+ | :ref:`Object` | :ref:`get_collider` **(** **)** const | +--------------------------------+-----------------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`get_collider_shape` **(** **)** const | +--------------------------------+-----------------------------------------------------------------------------------------------------------+ | :ref:`Vector2` | :ref:`get_collision_normal` **(** **)** const | +--------------------------------+-----------------------------------------------------------------------------------------------------------+ | :ref:`Vector2` | :ref:`get_collision_point` **(** **)** const | +--------------------------------+-----------------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`get_layer_mask` **(** **)** const | +--------------------------------+-----------------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`get_type_mask` **(** **)** const | +--------------------------------+-----------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`is_colliding` **(** **)** const | +--------------------------------+-----------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`is_enabled` **(** **)** const | +--------------------------------+-----------------------------------------------------------------------------------------------------------+ | void | :ref:`remove_exception` **(** :ref:`Object` node **)** | +--------------------------------+-----------------------------------------------------------------------------------------------------------+ | void | :ref:`remove_exception_rid` **(** :ref:`RID` rid **)** | +--------------------------------+-----------------------------------------------------------------------------------------------------------+ | void | :ref:`set_cast_to` **(** :ref:`Vector2` local_point **)** | +--------------------------------+-----------------------------------------------------------------------------------------------------------+ | void | :ref:`set_enabled` **(** :ref:`bool` enabled **)** | +--------------------------------+-----------------------------------------------------------------------------------------------------------+ | void | :ref:`set_layer_mask` **(** :ref:`int` mask **)** | +--------------------------------+-----------------------------------------------------------------------------------------------------------+ | void | :ref:`set_type_mask` **(** :ref:`int` mask **)** | +--------------------------------+-----------------------------------------------------------------------------------------------------------+ Description ----------- A RayCast2D represents a line from its origin to its destination position ``cast_to``, it is used to query the 2D space in order to find the closest object intersecting with the ray. RayCast2D can ignore some objects by adding them to the exception list via ``add_exception``, setting proper filtering with layers, or by filtering object types with type masks. Only enabled raycasts will be able to query the space and report collisions! RayCast2D calculates intersection every fixed frame (see :ref:`Node`), and the result is cached so it can be used later until the next frame. If multiple queries are required between fixed frames (or during the same frame) use :ref:`force_raycast_update` after adjusting the raycast. Member Function Description --------------------------- .. _class_RayCast2D_add_exception: - void **add_exception** **(** :ref:`Object` node **)** Adds a collision exception so the ray does not report collisions with the specified ``node``. .. _class_RayCast2D_add_exception_rid: - void **add_exception_rid** **(** :ref:`RID` rid **)** .. _class_RayCast2D_clear_exceptions: - void **clear_exceptions** **(** **)** Removes all collision exception for this ray. .. _class_RayCast2D_force_raycast_update: - void **force_raycast_update** **(** **)** Updates the collision information in case if this object's properties changed during the current frame (for example position, rotation or the cast_point). Note, ``set_enabled`` is not required for this to work. .. _class_RayCast2D_get_cast_to: - :ref:`Vector2` **get_cast_to** **(** **)** const Return the destination point of this ray object. .. _class_RayCast2D_get_collider: - :ref:`Object` **get_collider** **(** **)** const Return the closest object the ray is pointing to. Note that this does not consider the length of the vector, so you must also use :ref:`is_colliding` to check if the object returned is actually colliding with the ray. .. _class_RayCast2D_get_collider_shape: - :ref:`int` **get_collider_shape** **(** **)** const Returns the collision shape of the closest object the ray is pointing to. .. _class_RayCast2D_get_collision_layer: - :ref:`int` **get_collision_layer** **(** **)** const Returns the collision layer for this ray. .. _class_RayCast2D_get_collision_normal: - :ref:`Vector2` **get_collision_normal** **(** **)** const Returns the normal of the intersecting object shape face containing the collision point. .. _class_RayCast2D_get_collision_point: - :ref:`Vector2` **get_collision_point** **(** **)** const Returns the collision point in which the ray intersects the closest object. This point is in **global** coordinate system. .. _class_RayCast2D_get_exclude_parent_body: - :ref:`bool` **get_exclude_parent_body** **(** **)** const Returns whether this ray should hit your parent node, if it's a body. .. _class_RayCast2D_get_type_mask: - :ref:`int` **get_type_mask** **(** **)** const Returns the type mask (types of objects to detect) for this ray. The value is a sum (bitwise OR'd) of constants available for :ref:`Physics2DDirectSpaceState`. .. _class_RayCast2D_is_colliding: - :ref:`bool` **is_colliding** **(** **)** const Return whether the closest object the ray is pointing to is colliding with the vector (considering the vector length). .. _class_RayCast2D_is_enabled: - :ref:`bool` **is_enabled** **(** **)** const Returns whether this raycast is enabled or not. .. _class_RayCast2D_remove_exception: - void **remove_exception** **(** :ref:`Object` node **)** Removes a collision exception so the ray does report collisions with the specified ``node``. .. _class_RayCast2D_remove_exception_rid: - void **remove_exception_rid** **(** :ref:`RID` rid **)** .. _class_RayCast2D_set_cast_to: - void **set_cast_to** **(** :ref:`Vector2` local_point **)** Sets the ray destination point, so that the ray will test from the ray's origin to ``local_point`` .. _class_RayCast2D_set_collision_layer: - void **set_collision_layer** **(** :ref:`int` layer **)** Set the mask to filter objects. Only objects with at least the same mask element set will be detected. .. _class_RayCast2D_set_enabled: - void **set_enabled** **(** :ref:`bool` enabled **)** Enables the RayCast2D. Only enabled raycasts will be able to query the space and report collisions. .. _class_RayCast2D_set_exclude_parent_body: - void **set_exclude_parent_body** **(** :ref:`bool` mask **)** Toggle whether this ray should hit your parent node, if it's a body. Set the mask to filter objects. Only objects with at least the same mask element set will be detected. .. _class_RayCast2D_set_type_mask: - void **set_type_mask** **(** :ref:`int` mask **)** Set the types of objects to detect. For ``mask`` use a logic sum (OR operation) of constants defined in :ref:`Physics2DDirectSpaceState`, eg. ``Physics2DDirectSpaceState.TYPE_MASK_STATIC_BODY | Physics2DDirectSpaceState.TYPE_MASK_KINEMATIC_BODY`` to detect only those two types.