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

bool

collide_with_areas

false

bool

collide_with_bodies

true

int

collision_mask

1

bool

enabled

true

bool

exclude_parent

true

bool

hit_from_inside

false

Vector2

target_position

Vector2(0, 50)

Methods

void

add_exception ( CollisionObject2D node )

void

add_exception_rid ( RID rid )

void

clear_exceptions ( )

void

force_raycast_update ( )

Object

get_collider ( ) const

RID

get_collider_rid ( ) const

int

get_collider_shape ( ) const

bool

get_collision_mask_value ( int layer_number ) const

Vector2

get_collision_normal ( ) const

Vector2

get_collision_point ( ) const

bool

is_colliding ( ) const

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

  • void set_collide_with_areas ( bool value )

  • bool is_collide_with_areas_enabled ( )

If true, collisions with Area2Ds will be reported.


bool collide_with_bodies = true

  • void set_collide_with_bodies ( bool value )

  • bool is_collide_with_bodies_enabled ( )

If true, collisions with PhysicsBody2Ds will be reported.


int collision_mask = 1

  • void set_collision_mask ( int value )

  • int get_collision_mask ( )

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

  • void set_enabled ( bool value )

  • bool is_enabled ( )

If true, collisions will be reported.


bool exclude_parent = true