ShapeCast3D

Inherits: Node3D < Node < Object

A 3D shape that sweeps a region of space to detect CollisionObject3Ds.

Description

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.

Note: Shape casting is more computationally expensive than ray casting.

Properties

bool

collide_with_areas

false

bool

collide_with_bodies

true

int

collision_mask

1

Array

collision_result

[]

Color

debug_shape_custom_color

Color(0, 0, 0, 1)

bool

enabled

true

bool

exclude_parent

true

float

margin

0.0

int

max_results

32

Shape3D

shape

Vector3

target_position

Vector3(0, -1, 0)

Methods

void

add_exception(node: CollisionObject3D)

void

add_exception_rid(rid: RID)

void

clear_exceptions()

void

force_shapecast_update()

float

get_closest_collision_safe_fraction() const

float

get_closest_collision_unsafe_fraction() const

Object

get_collider(index: int) const

RID

get_collider_rid(index: int) const

int

get_collider_shape(index: int) const

int

get_collision_count() const

bool

get_collision_mask_value(layer_number: int) const

Vector3

get_collision_normal(index: int) const

Vector3

get_collision_point(index: int) const

bool

is_colliding() const

void

remove_exception(node: CollisionObject3D)

void

remove_exception_rid(rid: RID)

void

resource_changed(resource: Resource)

void

set_collision_mask_value(layer_number: int, value: bool)


Property Descriptions

bool collide_with_areas = false 🔗

  • void set_collide_with_areas(value: bool)

  • bool is_collide_with_areas_enabled()

If true, collisions with Area3Ds will be reported.


bool collide_with_bodies = true 🔗

  • void set_collide_with_bodies(value: bool)

  • bool is_collide_with_bodies_enabled()

If true, collisions with PhysicsBody3Ds will be reported.


int collision_mask = 1 🔗

  • void set_collision_mask(value: int)

  • int get_collision_mask()

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 = [] 🔗

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(0, 0, 0, 1) 🔗

  • void set_debug_shape_custom_color(value: Color)

  • Color get_debug_shape_custom_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 = true 🔗

  • void set_enabled(value: bool)

  • bool is_enabled()

If true, collisions will be reported.


bool exclude_parent = true 🔗

  • void set_exclude_parent_body(value: bool)

  • bool get_exclude_parent_body()

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


float margin = 0.0 🔗

  • void set_margin(value: float)

  • float get_margin()

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


int max_results = 32 🔗

  • void set_max_results(value: int)

  • int get_max_results()

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


Shape3D shape 🔗

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


Vector3 target_position = Vector3(0, -1, 0) 🔗

  • void set_target_position(value: Vector3)

  • Vector3 get_target_position()

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


Method Descriptions

void add_exception(node: CollisionObject3D) 🔗

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


void add_exception_rid(rid: RID) 🔗

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


void clear_exceptions() 🔗

Removes all collision exceptions for this ShapeCast3D.


void force_shapecast_update() 🔗

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() const 🔗

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() const 🔗

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.

In ideal conditions this would be the same as get_closest_collision_safe_fraction, however shape casting is calculated in discrete steps, so the precise point of collision can occur between two calculated positions.


Object get_collider(index: int) const 🔗

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(index: int) const 🔗

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


int get_collider_shape(index: int) const 🔗

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() const 🔗

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(layer_number: int) const 🔗

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(index: int) const 🔗

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


Vector3 get_collision_point(index: int) const 🔗

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() const 🔗

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


void remove_exception(node: CollisionObject3D) 🔗

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


void remove_exception_rid(rid: RID) 🔗

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


void resource_changed(resource: Resource) 🔗

Deprecated: Use Resource.changed instead.

This method does nothing.


void set_collision_mask_value(layer_number: int, value: bool) 🔗

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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