Query the closest object intersecting a ray.
    public class RayCast2D : Node2D

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.

Inheritance Chain

Constructors

    public RayCast2D()

Properties

    public Vector2 CastTo { get; set; }

The ray’s destination point, relative to the RayCast’s position.

    public bool CollideWithAreas { get; set; }

If true, collision with Area2Ds will be reported.

    public bool CollideWithBodies { get; set; }

If true, collision with PhysicsBody2Ds will be reported.

    public uint CollisionMask { get; set; }

The ray’s collision mask. Only objects in at least one collision layer enabled in the mask will be detected.

    public bool Enabled { get; set; }

If true, collisions will be reported.

    public bool ExcludeParent { get; set; }

If true, the parent node will be excluded from collision detection.

Methods

    public void AddException(Object node)

Adds a collision exception so the ray does not report collisions with the specified node.

    public void AddExceptionRid(RID rid)

Adds a collision exception so the ray does not report collisions with the specified RID.

    public void ClearExceptions()

Removes all collision exceptions for this ray.

    public 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.

    [Obsolete("GetCastTo is deprecated. Use the CastTo property instead.")]
    public Vector2 GetCastTo()

Getter for CastTo

    public Object GetCollider()

Returns the first object that the ray intersects, or null if no object is intersecting the ray (i.e. IsColliding() returns false).

    public int 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).

    [Obsolete("GetCollisionMask is deprecated. Use the CollisionMask property instead.")]
    public uint GetCollisionMask()

    public bool GetCollisionMaskBit(int bit)

Returns an individual bit on the collision mask.

    public Vector2 GetCollisionNormal()

Returns the normal of the intersecting object’s shape at the collision point.

    public Vector2 GetCollisionPoint()

Returns the collision point at which the ray intersects the closest object.

Note: this point is in the global coordinate system.

    [Obsolete("GetExcludeParentBody is deprecated. Use the ExcludeParent property instead.")]
    public bool GetExcludeParentBody()

Getter for ExcludeParent

    [Obsolete("IsCollideWithAreasEnabled is deprecated. Use the CollideWithAreas property instead.")]
    public bool IsCollideWithAreasEnabled()

Getter for CollideWithAreas

    [Obsolete("IsCollideWithBodiesEnabled is deprecated. Use the CollideWithBodies property instead.")]
    public bool IsCollideWithBodiesEnabled()

Getter for CollideWithBodies

    public bool IsColliding()

Returns whether any object is intersecting with the ray’s vector (considering the vector length).

    [Obsolete("IsEnabled is deprecated. Use the Enabled property instead.")]
    public bool IsEnabled()

Getter for Enabled

    public void RemoveException(Object node)

Removes a collision exception so the ray does report collisions with the specified node.

    public void RemoveExceptionRid(RID rid)

Removes a collision exception so the ray does report collisions with the specified RID.

    [Obsolete("SetCastTo is deprecated. Use the CastTo property instead.")]
    public void SetCastTo(Vector2 localPoint)

Setter for CastTo

    [Obsolete("SetCollideWithAreas is deprecated. Use the CollideWithAreas property instead.")]
    public void SetCollideWithAreas(bool enable)

Setter for CollideWithAreas

    [Obsolete("SetCollideWithBodies is deprecated. Use the CollideWithBodies property instead.")]
    public void SetCollideWithBodies(bool enable)

Setter for CollideWithBodies

    [Obsolete("SetCollisionMask is deprecated. Use the CollisionMask property instead.")]
    public void SetCollisionMask(uint mask)

    public void SetCollisionMaskBit(int bit, bool value)

Sets or clears individual bits on the collision mask. This makes selecting the areas scanned easier.

    [Obsolete("SetEnabled is deprecated. Use the Enabled property instead.")]
    public void SetEnabled(bool enabled)

Setter for Enabled

    [Obsolete("SetExcludeParentBody is deprecated. Use the ExcludeParent property instead.")]
    public void SetExcludeParentBody(bool mask)

Setter for ExcludeParent

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