- addException
void addException(GodotObject node)
Adds a collision exception so the ray does not report collisions with the specified node.
- addExceptionRid
void addExceptionRid(RID rid)
Adds a collision exception so the ray does not report collisions with the specified RID.
- clearExceptions
void clearExceptions()
Removes all collision exceptions for this ray.
- forceRaycastUpdate
void forceRaycastUpdate()
Updates the collision information for the ray. Use this method to update the collision information immediately instead of waiting for the next _physics_process call, for example if the ray or its parent has changed state. Note: enabled == true is not required for this to work.
- getCastTo
Vector2 getCastTo()
- getCollider
GodotObject getCollider()
Return the first object that the ray intersects, or null if no object is intersecting the ray (i.e. isColliding returns false).
- getColliderShape
long getColliderShape()
Returns the shape ID of the first object that the ray intersects, or 0 if no object is intersecting the ray (i.e. isColliding returns false).
- getCollisionMask
long getCollisionMask()
- getCollisionMaskBit
bool getCollisionMaskBit(long bit)
Return an individual bit on the collision mask.
- getCollisionNormal
Vector2 getCollisionNormal()
Returns the normal of the intersecting object's shape at the collision point.
- getCollisionPoint
Vector2 getCollisionPoint()
Returns the collision point at which the ray intersects the closest object. Note: this point is in the global coordinate system.
- getExcludeParentBody
bool getExcludeParentBody()
- isCollideWithAreasEnabled
bool isCollideWithAreasEnabled()
- isCollideWithBodiesEnabled
bool isCollideWithBodiesEnabled()
- isColliding
bool isColliding()
Return whether any object is intersecting with the ray's vector (considering the vector length).
- isEnabled
bool isEnabled()
- opAssign
RayCast2D opAssign(T n)
Undocumented in source. Be warned that the author may not have intended to support it.
- opEquals
bool opEquals(RayCast2D other)
Undocumented in source. Be warned that the author may not have intended to support it.
- opEquals
bool opEquals(typeof(null) n)
Undocumented in source. Be warned that the author may not have intended to support it.
- removeException
void removeException(GodotObject node)
Removes a collision exception so the ray does report collisions with the specified node.
- removeExceptionRid
void removeExceptionRid(RID rid)
Removes a collision exception so the ray does report collisions with the specified RID.
- setCastTo
void setCastTo(Vector2 local_point)
- setCollideWithAreas
void setCollideWithAreas(bool enable)
- setCollideWithBodies
void setCollideWithBodies(bool enable)
- setCollisionMask
void setCollisionMask(long mask)
- setCollisionMaskBit
void setCollisionMaskBit(long bit, bool value)
Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.
- setEnabled
void setEnabled(bool enabled)
- setExcludeParentBody
void setExcludeParentBody(bool mask)
- castTo
Vector2 castTo [@property getter]
Vector2 castTo [@property setter]
The ray's destination point, relative to the RayCast's position.
- collideWithAreas
bool collideWithAreas [@property setter]
If true, collision with Area2Ds will be reported. Default value: false.
- collideWithAreas
bool collideWithAreas [@property getter]
If true, collision with Area2Ds will be reported. Default value: false.
- collideWithBodies
bool collideWithBodies [@property getter]
bool collideWithBodies [@property setter]
If true, collision with PhysicsBody2Ds will be reported. Default value: true.
- collisionMask
long collisionMask [@property getter]
long collisionMask [@property setter]
The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected.
- enabled
bool enabled [@property getter]
bool enabled [@property setter]
If true, collisions will be reported. Default value: false.
- excludeParent
bool excludeParent [@property getter]
bool excludeParent [@property setter]
If true, the parent node will be excluded from collision detection. Default value: true.
Query the closest object intersecting a ray.
A RayCast 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 along the path of the ray. RayCast2D can ignore some objects by adding them to the exception list via add_exception, by setting proper filtering with collision layers, or by filtering object types with type masks. RayCast2D can be configured to report collisions with Area2Ds (collideWithAreas) and/or PhysicsBody2Ds (collideWithBodies). Only enabled raycasts will be able to query the space and report collisions. RayCast2D calculates intersection every physics frame (see Node), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame) use forceRaycastUpdate after adjusting the raycast.