[][src]Struct gdnative::api::RayCast

pub struct RayCast { /* fields omitted */ }

core class RayCast inherits Spatial (unsafe).

Official documentation

See the documentation of this class in the Godot engine's official documentation.

Memory management

Non reference counted objects such as the ones of this type are usually owned by the engine.

RayCast is a reference-only type. Persistent references can only exist in the unsafe Ref<RayCast> form.

In the cases where Rust code owns an object of this type, for example if the object was just created on the Rust side and not passed to the engine yet, ownership should be either given to the engine or the object must be manually destroyed using Ref::free, or Ref::queue_free if it is a Node.

Class hierarchy

RayCast inherits methods from:

Safety

All types in the Godot API have "interior mutability" in Rust parlance. To enforce that the official thread-safety guidelines are followed, the typestate pattern is used in the Ref and TRef smart pointers, and the Instance API. The typestate Access in these types tracks whether the access is unique, shared, or exclusive to the current thread. For more information, see the type-level documentation on Ref.

Implementations

impl RayCast[src]

pub fn new() -> Ref<RayCast, Unique>[src]

Creates a new instance of this object.

Because this type is not reference counted, the lifetime of the returned object is not automatically managed.

Immediately after creation, the object is owned by the caller, and can be passed to the engine (in which case the engine will be responsible for destroying the object) or destroyed manually using Ref::free, or preferably Ref::queue_free if it is a Node.

pub fn add_exception(&self, node: impl AsArg<Object>)[src]

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

pub fn add_exception_rid(&self, rid: Rid)[src]

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

pub fn clear_exceptions(&self)[src]

Removes all collision exceptions for this ray.

pub fn force_raycast_update(&self)[src]

Updates the collision information for the ray.
				Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the ray or its parent has changed state.
				[b]Note:[/b] [code]enabled[/code] is not required for this to work.

pub fn cast_to(&self) -> Vector3D<f32, UnknownUnit>[src]

The ray's destination point, relative to the RayCast's [code]position[/code].

pub fn get_collider(&self) -> Option<Ref<Object, Shared>>[src]

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

pub fn get_collider_shape(&self) -> i64[src]

Returns the shape ID of the first object that the ray intersects, or [code]0[/code] if no object is intersecting the ray (i.e. [method is_colliding] returns [code]false[/code]).

pub fn collision_mask(&self) -> i64[src]

The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.

pub fn get_collision_mask_bit(&self, bit: i64) -> bool[src]

Returns [code]true[/code] if the bit index passed is turned on.
				[b]Note:[/b] Bit indices range from 0-19.

pub fn get_collision_normal(&self) -> Vector3D<f32, UnknownUnit>[src]

Returns the normal of the intersecting object's shape at the collision point.

pub fn get_collision_point(&self) -> Vector3D<f32, UnknownUnit>[src]

Returns the collision point at which the ray intersects the closest object.
				[b]Note:[/b] This point is in the [b]global[/b] coordinate system.

pub fn exclude_parent_body(&self) -> bool[src]

If [code]true[/code], collisions will be ignored for this RayCast's immediate parent.

pub fn is_collide_with_areas_enabled(&self) -> bool[src]

If [code]true[/code], collision with [Area]s will be reported.

pub fn is_collide_with_bodies_enabled(&self) -> bool[src]

If [code]true[/code], collision with [PhysicsBody]s will be reported.

pub fn is_colliding(&self) -> bool[src]

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

pub fn is_enabled(&self) -> bool[src]

If [code]true[/code], collisions will be reported.

pub fn remove_exception(&self, node: impl AsArg<Object>)[src]

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

pub fn remove_exception_rid(&self, rid: Rid)[src]

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

pub fn set_cast_to(&self, local_point: Vector3D<f32, UnknownUnit>)[src]

The ray's destination point, relative to the RayCast's [code]position[/code].

pub fn set_collide_with_areas(&self, enable: bool)[src]

If [code]true[/code], collision with [Area]s will be reported.

pub fn set_collide_with_bodies(&self, enable: bool)[src]

If [code]true[/code], collision with [PhysicsBody]s will be reported.

pub fn set_collision_mask(&self, mask: i64)[src]

The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.

pub fn set_collision_mask_bit(&self, bit: i64, value: bool)[src]

Sets the bit index passed to the [code]value[/code] passed.
				[b]Note:[/b] Bit indexes range from 0-19.

pub fn set_enabled(&self, enabled: bool)[src]

If [code]true[/code], collisions will be reported.

pub fn set_exclude_parent_body(&self, mask: bool)[src]

If [code]true[/code], collisions will be ignored for this RayCast's immediate parent.

Methods from Deref<Target = Spatial>

pub fn force_update_transform(&self)[src]

Forces the transform to update. Transform changes in physics are not instant for performance reasons. Transforms are accumulated and then set. Use this if you need an up-to-date transform when doing physics operations.

pub fn gizmo(&self) -> Option<Ref<SpatialGizmo, Shared>>[src]

The [SpatialGizmo] for this node. Used for example in [EditorSpatialGizmo] as custom visualization and editing handles in Editor.

pub fn global_transform(&self) -> Transform[src]

World space (global) [Transform] of this node.

pub fn get_parent_spatial(&self) -> Option<Ref<Spatial, Shared>>[src]

Returns the parent [Spatial], or an empty [Object] if no parent exists or parent is not of type [Spatial].

pub fn rotation(&self) -> Vector3D<f32, UnknownUnit>[src]

Rotation part of the local transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).
			[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a [Vector3] data structure not because the rotation is a vector, but only because [Vector3] exists as a convenient data-structure to store 3 floating-point numbers. Therefore, applying affine operations on the rotation "vector" is not meaningful.

pub fn rotation_degrees(&self) -> Vector3D<f32, UnknownUnit>[src]

Rotation part of the local transformation in degrees, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).

pub fn scale(&self) -> Vector3D<f32, UnknownUnit>[src]

Scale part of the local transformation.

pub fn transform(&self) -> Transform[src]

Local space [Transform] of this node, with respect to the parent node.

pub fn translation(&self) -> Vector3D<f32, UnknownUnit>[src]

Local translation of this node.

pub fn get_world(&self) -> Option<Ref<World, Shared>>[src]

Returns the current [World] resource this [Spatial] node is registered to.

pub fn global_rotate(&self, axis: Vector3D<f32, UnknownUnit>, angle: f64)[src]

Rotates the global (world) transformation around axis, a unit [Vector3], by specified angle in radians. The rotation axis is in global coordinate system.

pub fn global_scale(&self, scale: Vector3D<f32, UnknownUnit>)[src]

Scales the global (world) transformation by the given [Vector3] scale factors.

pub fn global_translate(&self, offset: Vector3D<f32, UnknownUnit>)[src]

Moves the global (world) transformation by [Vector3] offset. The offset is in global coordinate system.

pub fn hide(&self)[src]

Disables rendering of this node. Changes [member visible] to [code]false[/code].

pub fn is_local_transform_notification_enabled(&self) -> bool[src]

Returns whether node notifies about its local transformation changes. [Spatial] will not propagate this by default.

pub fn is_scale_disabled(&self) -> bool[src]

Returns whether this node uses a scale of [code](1, 1, 1)[/code] or its local transformation scale.

pub fn is_set_as_toplevel(&self) -> bool[src]

Returns whether this node is set as Toplevel, that is whether it ignores its parent nodes transformations.

pub fn is_transform_notification_enabled(&self) -> bool[src]

Returns whether the node notifies about its global and local transformation changes. [Spatial] will not propagate this by default.

pub fn is_visible(&self) -> bool[src]

If [code]true[/code], this node is drawn. The node is only visible if all of its antecedents are visible as well (in other words, [method is_visible_in_tree] must return [code]true[/code]).

pub fn is_visible_in_tree(&self) -> bool[src]

Returns [code]true[/code] if the node is present in the [SceneTree], its [member visible] property is [code]true[/code] and all its antecedents are also visible. If any antecedent is hidden, this node will not be visible in the scene tree.

pub fn look_at(
    &self,
    target: Vector3D<f32, UnknownUnit>,
    up: Vector3D<f32, UnknownUnit>
)
[src]

Rotates itself so that the local -Z axis points towards the [code]target[/code] position.
				The transform will first be rotated around the given [code]up[/code] vector, and then fully aligned to the target by a further rotation around an axis perpendicular to both the [code]target[/code] and [code]up[/code] vectors.
				Operations take place in global space.

pub fn look_at_from_position(
    &self,
    position: Vector3D<f32, UnknownUnit>,
    target: Vector3D<f32, UnknownUnit>,
    up: Vector3D<f32, UnknownUnit>
)
[src]

Moves the node to the specified [code]position[/code], and then rotates itself to point toward the [code]target[/code] as per [method look_at]. Operations take place in global space.

pub fn orthonormalize(&self)[src]

Resets this node's transformations (like scale, skew and taper) preserving its rotation and translation by performing Gram-Schmidt orthonormalization on this node's [Transform].

pub fn rotate(&self, axis: Vector3D<f32, UnknownUnit>, angle: f64)[src]

Rotates the local transformation around axis, a unit [Vector3], by specified angle in radians.

pub fn rotate_object_local(&self, axis: Vector3D<f32, UnknownUnit>, angle: f64)[src]

Rotates the local transformation around axis, a unit [Vector3], by specified angle in radians. The rotation axis is in object-local coordinate system.

pub fn rotate_x(&self, angle: f64)[src]

Rotates the local transformation around the X axis by angle in radians.

pub fn rotate_y(&self, angle: f64)[src]

Rotates the local transformation around the Y axis by angle in radians.

pub fn rotate_z(&self, angle: f64)[src]

Rotates the local transformation around the Z axis by angle in radians.

pub fn scale_object_local(&self, scale: Vector3D<f32, UnknownUnit>)[src]

Scales the local transformation by given 3D scale factors in object-local coordinate system.

pub fn set_as_toplevel(&self, enable: bool)[src]

Makes the node ignore its parents transformations. Node transformations are only in global space.

pub fn set_disable_scale(&self, disable: bool)[src]

Sets whether the node uses a scale of [code](1, 1, 1)[/code] or its local transformation scale. Changes to the local transformation scale are preserved.

pub fn set_gizmo(&self, gizmo: impl AsArg<SpatialGizmo>)[src]

The [SpatialGizmo] for this node. Used for example in [EditorSpatialGizmo] as custom visualization and editing handles in Editor.

pub fn set_global_transform(&self, global: Transform)[src]

World space (global) [Transform] of this node.

pub fn set_identity(&self)[src]

Reset all transformations for this node (sets its [Transform] to the identity matrix).

pub fn set_ignore_transform_notification(&self, enabled: bool)[src]

Sets whether the node ignores notification that its transformation (global or local) changed.

pub fn set_notify_local_transform(&self, enable: bool)[src]

Sets whether the node notifies about its local transformation changes. [Spatial] will not propagate this by default.

pub fn set_notify_transform(&self, enable: bool)[src]

Sets whether the node notifies about its global and local transformation changes. [Spatial] will not propagate this by default.

pub fn set_rotation(&self, euler: Vector3D<f32, UnknownUnit>)[src]

Rotation part of the local transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).
			[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a [Vector3] data structure not because the rotation is a vector, but only because [Vector3] exists as a convenient data-structure to store 3 floating-point numbers. Therefore, applying affine operations on the rotation "vector" is not meaningful.

pub fn set_rotation_degrees(&self, euler_degrees: Vector3D<f32, UnknownUnit>)[src]

Rotation part of the local transformation in degrees, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).

pub fn set_scale(&self, scale: Vector3D<f32, UnknownUnit>)[src]

Scale part of the local transformation.

pub fn set_transform(&self, local: Transform)[src]

Local space [Transform] of this node, with respect to the parent node.

pub fn set_translation(&self, translation: Vector3D<f32, UnknownUnit>)[src]

Local translation of this node.

pub fn set_visible(&self, visible: bool)[src]

If [code]true[/code], this node is drawn. The node is only visible if all of its antecedents are visible as well (in other words, [method is_visible_in_tree] must return [code]true[/code]).

pub fn show(&self)[src]

Enables rendering of this node. Changes [member visible] to [code]true[/code].

pub fn to_global(
    &self,
    local_point: Vector3D<f32, UnknownUnit>
) -> Vector3D<f32, UnknownUnit>
[src]

Transforms [code]local_point[/code] from this node's local space to world space.

pub fn to_local(
    &self,
    global_point: Vector3D<f32, UnknownUnit>
) -> Vector3D<f32, UnknownUnit>
[src]

Transforms [code]global_point[/code] from world space to this node's local space.

pub fn translate(&self, offset: Vector3D<f32, UnknownUnit>)[src]

Changes the node's position by the given offset [Vector3].
				Note that the translation [code]offset[/code] is affected by the node's scale, so if scaled by e.g. [code](10, 1, 1)[/code], a translation by an offset of [code](2, 0, 0)[/code] would actually add 20 ([code]2 * 10[/code]) to the X coordinate.

pub fn translate_object_local(&self, offset: Vector3D<f32, UnknownUnit>)[src]

Changes the node's position by the given offset [Vector3] in local space.

pub fn update_gizmo(&self)[src]

Updates the [SpatialGizmo] of this node.

Trait Implementations

impl Debug for RayCast[src]

impl Deref for RayCast[src]

type Target = Spatial

The resulting type after dereferencing.

impl DerefMut for RayCast[src]

impl GodotObject for RayCast[src]

type RefKind = ManuallyManaged

The memory management kind of this type. This modifies the behavior of the Ref smart pointer. See its type-level documentation for more information. Read more

impl Instanciable for RayCast[src]

impl QueueFree for RayCast[src]

impl SubClass<Node> for RayCast[src]

impl SubClass<Object> for RayCast[src]

impl SubClass<Spatial> for RayCast[src]

Auto Trait Implementations

impl RefUnwindSafe for RayCast

impl !Send for RayCast

impl !Sync for RayCast

impl Unpin for RayCast

impl UnwindSafe for RayCast

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> SubClass<T> for T where
    T: GodotObject
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.