Struct RayCast2D

Query the closest object intersecting a ray.

struct RayCast2D ;

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.

Properties

NameTypeDescription
castTo[get, set] Vector2The ray's destination point, relative to the RayCast's position.
collideWithAreas[get, set] boolIf true, collision with Area2Ds will be reported.
collideWithBodies[get, set] boolIf true, collision with PhysicsBody2Ds will be reported.
collisionMask[get, set] longThe ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected.
enabled[get, set] boolIf true, collisions will be reported.
excludeParent[get, set] boolIf true, the parent node will be excluded from collision detection.

Methods

NameDescription
addException Adds a collision exception so the ray does not report collisions with the specified node.
addExceptionRid Adds a collision exception so the ray does not report collisions with the specified RID.
clearExceptions Removes all collision exceptions for this ray.
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
getCollider Returns the first object that the ray intersects, or null if no object is intersecting the ray (i.e. isColliding returns false).
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
getCollisionMaskBit Returns an individual bit on the collision mask.
getCollisionNormal Returns the normal of the intersecting object's shape at the collision point.
getCollisionPoint Returns the collision point at which the ray intersects the closest object. Note: this point is in the global coordinate system.
getExcludeParentBody
isCollideWithAreasEnabled
isCollideWithBodiesEnabled
isColliding Returns whether any object is intersecting with the ray's vector (considering the vector length).
isEnabled
removeException Removes a collision exception so the ray does report collisions with the specified node.
removeExceptionRid Removes a collision exception so the ray does report collisions with the specified RID.
setCastTo
setCollideWithAreas
setCollideWithBodies
setCollisionMask
setCollisionMaskBit Sets or clears individual bits on the collision mask. This makes selecting the areas scanned easier.
setEnabled
setExcludeParentBody