RayCast2D¶
Inherits: Node2D < CanvasItem < Node < Object
A ray in 2D space, used to find the first CollisionObject2D it intersects.
Description¶
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.
Tutorials¶
Properties¶
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Methods¶
void |
add_exception ( CollisionObject2D node ) |
void |
add_exception_rid ( RID rid ) |
void |
clear_exceptions ( ) |
void |
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get_collider ( ) const |
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get_collider_rid ( ) const |
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get_collider_shape ( ) const |
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get_collision_mask_value ( int layer_number ) const |
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get_collision_normal ( ) const |
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get_collision_point ( ) const |
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is_colliding ( ) const |
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void |
remove_exception ( CollisionObject2D node ) |
void |
remove_exception_rid ( RID rid ) |
void |
set_collision_mask_value ( int layer_number, bool value ) |
Property Descriptions¶
bool collide_with_areas = false
If true
, collisions with Area2Ds will be reported.
bool collide_with_bodies = true
If true
, collisions with PhysicsBody2Ds 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