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This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
158 lines
8.3 KiB
XML
158 lines
8.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ShapeCast2D" inherits="Node2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Node for physics collision sweep and immediate overlap queries. Similar to the [RayCast2D] node.
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</brief_description>
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<description>
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Shape casting allows to detect collision objects by sweeping the [member shape] along the cast direction determined by [member target_position] (useful for things like beam weapons).
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Immediate collision overlaps can be done with the [member target_position] set to [code]Vector2(0, 0)[/code] and by calling [method force_shapecast_update] within the same [b]physics_frame[/b]. This also helps to overcome some limitations of [Area2D] when used as a continuous detection area, often requiring waiting a couple of frames before collision information is available to [Area2D] nodes, and when using the signals creates unnecessary complexity.
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The node can detect multiple collision objects, but usually the first detected collision
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[b]Note:[/b] shape casting is more computationally expensive compared to ray casting.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="add_exception">
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<return type="void" />
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<argument index="0" name="node" type="CollisionObject2D" />
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<description>
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Adds a collision exception so the shape does not report collisions with the specified [CollisionObject2D] node.
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</description>
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</method>
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<method name="add_exception_rid">
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<return type="void" />
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<argument index="0" name="rid" type="RID" />
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<description>
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Adds a collision exception so the shape does not report collisions with the specified [RID].
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</description>
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</method>
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<method name="clear_exceptions">
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<return type="void" />
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<description>
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Removes all collision exceptions for this shape.
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</description>
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</method>
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<method name="force_shapecast_update">
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<return type="void" />
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<description>
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Updates the collision information for the shape. Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the shape or its parent has changed state.
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[b]Note:[/b] [code]enabled == true[/code] is not required for this to work.
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</description>
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</method>
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<method name="get_closest_collision_safe_fraction" qualifiers="const">
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<return type="float" />
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<description>
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The fraction of the motion (between 0 and 1) of how far the shape can move without triggering a collision. The motion is determined by [member target_position].
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</description>
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</method>
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<method name="get_closest_collision_unsafe_fraction" qualifiers="const">
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<return type="float" />
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<description>
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The fraction of the motion (between 0 and 1) when the shape triggers a collision. The motion is determined by [member target_position].
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</description>
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</method>
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<method name="get_collider" qualifiers="const">
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<return type="Object" />
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<argument index="0" name="index" type="int" />
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<description>
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Returns the [Object] of one of the multiple collisions at [code]index[/code], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
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</description>
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</method>
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<method name="get_collider_shape" qualifiers="const">
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<return type="int" />
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<argument index="0" name="index" type="int" />
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<description>
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Returns the shape ID of one of the multiple collisions at [code]index[/code] that the shape intersects, or [code]0[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
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</description>
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</method>
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<method name="get_collision_count" qualifiers="const">
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<return type="int" />
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<description>
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The number of collisions detected at the point of impact. Use this to iterate over multiple collisions as provided by [method get_collider], [method get_collider_shape], [method get_collision_point], and [method get_collision_normal] methods.
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</description>
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</method>
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<method name="get_collision_mask_value" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="layer_number" type="int" />
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<description>
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Returns whether or not the specified layer of the [member collision_mask] is enabled, given a [code]layer_number[/code] between 1 and 32.
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</description>
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</method>
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<method name="get_collision_normal" qualifiers="const">
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<return type="Vector2" />
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<argument index="0" name="index" type="int" />
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<description>
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Returns the normal containing one of the multiple collisions at [code]index[/code] of the intersecting object.
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</description>
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</method>
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<method name="get_collision_point" qualifiers="const">
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<return type="Vector2" />
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<argument index="0" name="index" type="int" />
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<description>
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Returns the collision point containing one of the multiple collisions at [code]index[/code] at which the shape intersects the object.
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[b]Note:[/b] this point is in the [b]global[/b] coordinate system.
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</description>
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</method>
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<method name="is_colliding" qualifiers="const">
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<return type="bool" />
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<description>
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Returns whether any object is intersecting with the shape's vector (considering the vector length).
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</description>
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</method>
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<method name="remove_exception">
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<return type="void" />
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<argument index="0" name="node" type="CollisionObject2D" />
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<description>
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Removes a collision exception so the shape does report collisions with the specified [CollisionObject2D] node.
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</description>
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</method>
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<method name="remove_exception_rid">
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<return type="void" />
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<argument index="0" name="rid" type="RID" />
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<description>
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Removes a collision exception so the shape does report collisions with the specified [RID].
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</description>
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</method>
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<method name="set_collision_mask_value">
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<return type="void" />
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<argument index="0" name="layer_number" type="int" />
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<argument index="1" name="value" type="bool" />
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<description>
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Based on [code]value[/code], enables or disables the specified layer in the [member collision_mask], given a [code]layer_number[/code] between 1 and 32.
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</description>
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</method>
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</methods>
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<members>
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<member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false">
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If [code]true[/code], collision with [Area2D]s will be reported.
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</member>
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<member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true">
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If [code]true[/code], collision with [PhysicsBody2D]s will be reported.
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
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The shape's collision mask. Only objects in at least one collision layer enabled in the mask will be detected.
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</member>
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<member name="collision_result" type="Array" setter="" getter="_get_collision_result" default="[]">
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A complete collision information. The data returned is the same as in the [method PhysicsDirectSpaceState2D.get_rest_info] method.
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</member>
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<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
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If [code]true[/code], collisions will be reported.
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</member>
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<member name="exclude_parent" type="bool" setter="set_exclude_parent_body" getter="get_exclude_parent_body" default="true">
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If [code]true[/code], the parent node will be excluded from collision detection.
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</member>
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<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0">
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The collision margin for the shape. A larger margin helps detecting collisions more consistently, at the cost of precision.
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</member>
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<member name="max_results" type="int" setter="set_max_results" getter="get_max_results" default="32">
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The number of intersections can be limited with this parameter, to reduce the processing time.
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</member>
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<member name="shape" type="Shape2D" setter="set_shape" getter="get_shape">
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Any [Shape2D] derived shape used for collision queries.
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</member>
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<member name="target_position" type="Vector2" setter="set_target_position" getter="get_target_position" default="Vector2(0, 50)">
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The shape's destination point, relative to this node's [code]position[/code].
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</member>
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</members>
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</class>
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