Table of Contents

Class RayCast2D

A ray in 2D space, used to find the first CollisionObject2D it intersects.

Inheritance
RayCast2D

Remarks

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.

See Also

Properties

collide_with_areas

If true, collisions with Area2Ds will be reported.

var collide_with_areas : bool = false

Property Value

bool

Remarks

  • void set_collide_with_areas(bool value)
  • bool is_collide_with_areas_enabled

collide_with_bodies

If true, collisions with PhysicsBody2Ds will be reported.

var collide_with_bodies : bool = true

Property Value

bool

Remarks

  • void set_collide_with_bodies(bool value)
  • bool is_collide_with_bodies_enabled

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.

var collision_mask : int = 1

Property Value

int

Remarks

  • void set_collision_mask(int value)
  • int get_collision_mask

enabled

If true, collisions will be reported.

var enabled : bool = true

Property Value

bool

Remarks

  • void set_enabled(bool value)
  • bool is_enabled

exclude_parent

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

var exclude_parent : bool = true

Property Value

bool

Remarks

  • void set_exclude_parent_body(bool value)
  • bool get_exclude_parent_body

hit_from_inside

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 hit_from_inside : bool = false

Property Value

bool

Remarks

  • void set_hit_from_inside(bool value)
  • bool is_hit_from_inside_enabled

target_position

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

var target_position : Vector2 = Vector2(0, 50)

Property Value

Vector2

Remarks

Methods

add_exception(CollisionObject2D)

Adds a collision exception so the ray does not report collisions with the specified CollisionObject2D node.

void add_exception(CollisionObject2D node)

Parameters

node CollisionObject2D

add_exception_rid(RID)

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

void add_exception_rid(RID rid)

Parameters

rid RID

clear_exceptions

Removes all collision exceptions for this ray.

void clear_exceptions

force_raycast_update

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.

void force_raycast_update

get_collider

Qualifiers: const

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

Object get_collider

get_collider_rid

Qualifiers: const

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).

RID get_collider_rid

get_collider_shape

Qualifiers: const

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:

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)

int get_collider_shape

get_collision_mask_value(int)

Qualifiers: const

Returns whether or not the specified layer of the collision_mask is enabled, given a layer_number between 1 and 32.

bool get_collision_mask_value(int layer_number)

Parameters

layer_number int

get_collision_normal

Qualifiers: const

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.

Vector2 get_collision_normal

get_collision_point

Qualifiers: const

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.

Vector2 get_collision_point

is_colliding

Qualifiers: const

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

bool is_colliding

remove_exception(CollisionObject2D)

Removes a collision exception so the ray does report collisions with the specified CollisionObject2D node.

void remove_exception(CollisionObject2D node)

Parameters

node CollisionObject2D

remove_exception_rid(RID)

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

void remove_exception_rid(RID rid)

Parameters

rid RID

set_collision_mask_value(int, bool)

Based on value, enables or disables the specified layer in the collision_mask, given a layer_number between 1 and 32.

void set_collision_mask_value(int layer_number, bool value)

Parameters

layer_number int
value bool