Inheritance #
- AudioServer
- CameraServer
- ClassDB
- DisplayServer
- EditorFileSystemDirectory
- EditorInterface
- EditorPaths
- EditorSelection
- EditorUndoRedoManager
- EditorVCSInterface
- Engine
- EngineDebugger
- FramebufferCacheRD
- GDExtensionManager
- Geometry2D
- Geometry3D
- IP
- Input
- InputMap
- JNISingleton
- JSONRPC
- JavaClassWrapper
- JavaScriptBridge
- MainLoop (1)
- Marshalls
- MovieWriter
- NativeMenu
- NavigationMeshGenerator
- NavigationServer2D
- NavigationServer3D
- Node (21)
- OS
- OpenXRExtensionWrapperExtension
- OpenXRInteractionProfileMetadata
- Performance
- PhysicsDirectBodyState2D (1)
- PhysicsDirectBodyState3D (1)
- PhysicsDirectSpaceState2D (1)
- PhysicsDirectSpaceState3D (1)
- PhysicsServer2D (1)
- PhysicsServer2DManager
- PhysicsServer3D (1)
- PhysicsServer3DManager
- PhysicsServer3DRendering
ServerHandler
- ProjectSettings
- RefCounted (121)
- RenderData (2)
- RenderSceneData (2)
- RenderingDevice
- RenderingServer
- ResourceLoader
- ResourceSaver
- ResourceUID
- ScriptLanguage (1)
- ShaderIncludeDB
- TextServerManager
- ThemeDB
- TileData
- Time
- TranslationServer
- TreeItem
- UndoRedo
- UniformSetCacheRD
- WorkerThreadPool
- XRServer
- XRVRS
- AnimationMixer (2)
- AudioStreamPlayer
- CanvasItem (2)
- CanvasLayer (1)
- EditorFileSystem
- EditorPlugin (1)
- EditorResourcePreview
- HTTPRequest
- InstancePlaceholder
- MissingNode
- MultiplayerSpawner
- MultiplayerSynchronizer
- NavigationAgent2D
- NavigationAgent3D
- Node3D (31)
- ResourcePreloader
- ShaderGlobalsOverride
- StatusIndicator
- Timer
- Viewport (2)
- WorldEnvironment
- AnimatedSprite2D
- AudioListener2D
- AudioStreamPlayer2D
- BackBufferCopy
- Bone2D
- CPUParticles2D
- Camera2D
- CanvasGroup
- CanvasModulate
- CollisionObject2D (2)
- CollisionPolygon2D
- CollisionShape2D
- GPUParticles2D
- Joint2D (3)
- Light2D (2)
- LightOccluder2D
- Line2D
- Marker2D
- MeshInstance2D
- MultiMeshInstance2D
- NavigationLink2D
- NavigationObstacle2D
- NavigationRegion2D
- Parallax2D
- ParallaxLayer
- Path2D
- PathFollow2D
- Polygon2D
- RayCast2D
- RemoteTransform2D
- ShapeCast2D
- Skeleton2D
- Sprite2D
- TileMap
- TileMapLayer
- TouchScreenButton
- VisibleOnScreenNotifier2D (1)
Table of contents
-
var collide_with_areas: bool = false -
var collide_with_bodies: bool = true -
var collision_mask: int = 1 -
var enabled: bool = true -
var exclude_parent: bool = true -
var hit_from_inside: bool = false -
var target_position: Vector2 = Vector2(0, 50) -
func add_exception(node: CollisionObject2D) -> void -
func add_exception_rid(rid: RID) -> void -
func clear_exceptions() -> void -
func force_raycast_update() -> void -
const func get_collider() -> Object -
const func get_collider_rid() -> RID -
const func get_collider_shape() -> int -
const func get_collision_mask_value(layer_number: int) -> bool -
const func get_collision_normal() -> Vector2 -
const func get_collision_point() -> Vector2 -
const func is_colliding() -> bool -
func remove_exception(node: CollisionObject2D) -> void -
func remove_exception_rid(rid: RID) -> void -
func set_collision_mask_value(value: bool) -> void
RayCast2D #
is_instantiable, Node2D, Node, core, not_builtin_classes
A ray in 2D space, used to find the first CollisionObject2D it intersects.
A raycast represents a ray from its origin to its target_position that finds the closest CollisionObject2D along its path, if it intersects any.
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.
Members #
var collide_with_areas: bool = false#
If true, collisions with Area2Ds will be reported.
var collide_with_bodies: bool = true#
If true, collisions with PhysicsBody2Ds will be reported.
var collision_mask: int = 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.
var enabled: bool = true#
If true, collisions will be reported.
var exclude_parent: bool = true#
If true, the parent node will be excluded from collision detection.
var hit_from_inside: bool = false#
If true, the ray will detect a hit when starting inside shapes. In this case the collision normal will be Vector2(0, 0). Does not affect concave polygon shapes.
var target_position: Vector2 = Vector2(0, 50)#
The ray's destination point, relative to the RayCast's position.
Methods #
func add_exception(node: CollisionObject2D) -> void#
Adds a collision exception so the ray does not report collisions with the specified CollisionObject2D node.
func add_exception_rid(rid: RID) -> void#
Adds a collision exception so the ray does not report collisions with the specified RID.
func clear_exceptions() -> void#
Removes all collision exceptions for this ray.
func force_raycast_update() -> void#
Updates the collision information for the ray immediately, without waiting for the next _physics_process call. Use this method, for example, when the ray or its parent has changed state.
Note: enabled does not need to be true for this to work.
const func get_collider() -> Object#
Returns the first object that the ray intersects, or null if no object is intersecting the ray (i.e. is_colliding returns false).
const func get_collider_rid() -> RID#
Returns the RID of the first object that the ray intersects, or an empty RID if no object is intersecting the ray (i.e. is_colliding returns false).
const func get_collider_shape() -> int#
Returns the shape ID of the first object that the ray intersects, or 0 if no object is intersecting the ray (i.e. is_colliding returns false).
To get the intersected shape node, for a CollisionObject2D target, use:
GDScript
var target = get_collider() # A CollisionObject2D.
var shape_id = get_collider_shape() # The shape index in the collider.
var owner_id = target.shape_find_owner(shape_id) # The owner ID in the collider.
var shape = target.shape_owner_get_owner(owner_id)C#
var target = (CollisionObject2D)GetCollider(); // A CollisionObject2D.
var shapeId = GetColliderShape(); // The shape index in the collider.
var ownerId = target.ShapeFindOwner(shapeId); // The owner ID in the collider.
var shape = target.ShapeOwnerGetOwner(ownerId);const func get_collision_mask_value(layer_number: int) -> bool#
Returns whether or not the specified layer of the collision_mask is enabled, given a layer_number between 1 and 32.
const func get_collision_normal() -> Vector2#
Returns the normal of the intersecting object's shape at the collision point, or Vector2(0, 0) if the ray starts inside the shape and hit_from_inside is true.
Note: Check that is_colliding returns true before calling this method to ensure the returned normal is valid and up-to-date.
const func get_collision_point() -> Vector2#
Returns the collision point at which the ray intersects the closest object, in the global coordinate system. If hit_from_inside is true and the ray starts inside of a collision shape, this function will return the origin point of the ray.
Note: Check that is_colliding returns true before calling this method to ensure the returned point is valid and up-to-date.
const func is_colliding() -> bool#
Returns whether any object is intersecting with the ray's vector (considering the vector length).
func remove_exception(node: CollisionObject2D) -> void#
Removes a collision exception so the ray does report collisions with the specified CollisionObject2D node.
func remove_exception_rid(rid: RID) -> void#
Removes a collision exception so the ray does report collisions with the specified RID.
func set_collision_mask_value(value: bool) -> void#
Based on value, enables or disables the specified layer in the collision_mask, given a layer_number between 1 and 32.