class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectNodeNode3D ShapeCast3D
A 3D shape that sweeps a region of space to detect CollisionObject3Ds.

Shape casting allows to detect collision objects by sweeping its shape along the cast direction determined by target_position. This is similar to RayCast3D, but it allows for sweeping a region of space, rather than just a straight line. ShapeCast3D can detect multiple collision objects. It is useful for things like wide laser beams or snapping a simple shape to a floor.

Immediate collision overlaps can be done with the target_position set to Vector3(0, 0, 0) and by calling force_shapecast_update within the same physics frame. This helps to overcome some limitations of Area3D when used as an instantaneous detection area, as collision information isn't immediately available to it.

bool collide_with_areas<>():bool

If true, collisions with Area3Ds will be reported.

bool collide_with_bodies<>():bool

If true, collisions with PhysicsBody3Ds will be reported.

int collision_mask<>():int

The shape'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.

Array collision_result<>():Array

Returns the complete collision information from the collision sweep. The data returned is the same as in the PhysicsDirectSpaceState3D.get_rest_info method.

Color debug_shape_custom_color<>():Color

The custom color to use to draw the shape in the editor and at run-time if Visible Collision Shapes is enabled in the Debug menu. This color will be highlighted at run-time if the ShapeCast3D is colliding with something.

If set to Color(0.0, 0.0, 0.0) (by default), the color set in ProjectSettings.debug/shapes/collision/shape_color is used.

bool enabled<>():bool

If true, collisions will be reported.

bool exclude_parent<>():bool

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

float margin<>():float

The collision margin for the shape. A larger margin helps detecting collisions more consistently, at the cost of precision.

int max_results<>():int

The number of intersections can be limited with this parameter, to reduce the processing time.

Shape3D shape<>():Shape3D

The Shape3D-derived shape to be used for collision queries.

Vector3 target_position<>():Vector3

The shape's destination point, relative to this node's position.

void add_exception<>( CollisionObject3D node=, node:CollisionObject3D=, ):void

Adds a collision exception so the shape does not report collisions with the specified CollisionObject3D node.

void add_exception_rid<>( RID rid=, rid:RID=, ):void

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

void clear_exceptions<>():void

Removes all collision exceptions for this ShapeCast3D.

void force_shapecast_update<>():void

Updates the collision information for the shape immediately, without waiting for the next _physics_process call. Use this method, for example, when the shape or its parent has changed state.

Note: enabled == true is not required for this to work.

float get_closest_collision_safe_fraction<>():float

The fraction from the ShapeCast3D's origin to its target_position (between 0 and 1) of how far the shape can move without triggering a collision.

float get_closest_collision_unsafe_fraction<>():float

The fraction from the ShapeCast3D's origin to its target_position (between 0 and 1) of how far the shape must move to trigger a collision.

Object get_collider<>( int index=, index:int=, ):Object

Returns the collided Object of one of the multiple collisions at index, or null if no object is intersecting the shape (i.e. is_colliding returns false).

RID get_collider_rid<>( int index=, index:int=, ):RID

Returns the RID of the collided object of one of the multiple collisions at index.

int get_collider_shape<>( int index=, index:int=, ):int

Returns the shape ID of the colliding shape of one of the multiple collisions at index, or 0 if no object is intersecting the shape (i.e. is_colliding returns false).

int get_collision_count<>():int

The number of collisions detected at the point of impact. Use this to iterate over multiple collisions as provided by get_collider, get_collider_shape, get_collision_point, and get_collision_normal methods.

bool get_collision_mask_value<>( int layer_number=, 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.

Vector3 get_collision_normal<>( int index=, index:int=, ):Vector3

Returns the normal of one of the multiple collisions at index of the intersecting object.

Vector3 get_collision_point<>( int index=, index:int=, ):Vector3

Returns the collision point of one of the multiple collisions at index where the shape intersects the colliding object.

Note: this point is in the global coordinate system.

bool is_colliding<>():bool

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

void remove_exception<>( CollisionObject3D node=, node:CollisionObject3D=, ):void

Removes a collision exception so the shape does report collisions with the specified CollisionObject3D node.

void remove_exception_rid<>( RID rid=, rid:RID=, ):void

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

void resource_changed<>( Resource resource=, resource:Resource=, ):void

Obsoleted. Use Resource.changed instead.

void set_collision_mask_value<>( int layer_number=, layer_number:int=, bool 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.




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