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Update ray-casting tutorial
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Chris Bradfield committed Mar 5, 2018
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85 changes: 53 additions & 32 deletions tutorials/physics/ray-casting.rst
Original file line number Diff line number Diff line change
Expand Up @@ -26,9 +26,9 @@ Space

In the physics world, Godot stores all the low level collision and
physics information in a *space*. The current 2d space (for 2D Physics)
can be obtained by calling
:ref:`CanvasItem.get_world_2d().get_space() <class_CanvasItem_get_world_2d>`.
For 3D, it's :ref:`Spatial.get_world().get_space() <class_Spatial_get_world>`.
can be obtained by accessing
:ref:`CanvasItem.get_world_2d().space <class_CanvasItem_get_world_2d>`.
For 3D, it's :ref:`Spatial.get_world().space <class_Spatial_get_world>`.

The resulting space :ref:`RID <class_RID>` can be used in
:ref:`PhysicsServer <class_PhysicsServer>` and
Expand All @@ -49,51 +49,52 @@ To perform queries into physics space, the
and :ref:`PhysicsDirectSpaceState <class_PhysicsDirectSpaceState>`
must be used.

In code, for 2D spacestate, this code must be used:
Use the following code in 2D:

::

func _physics_process(delta):
var space_rid = get_world_2d().get_space()
var space_rid = get_world_2d().space
var space_state = Physics2DServer.space_get_direct_state(space_rid)

Of course, there is a simpler shortcut:
Or more directly:

::

func _physics_process(delta):
var space_state = get_world_2d().get_direct_space_state()
var space_state = get_world_2d().direct_space_state

For 3D:
And in 3D:

::

func _physics_process(delta):
var space_state = get_world().get_direct_space_state()
var space_state = get_world().direct_space_state

Raycast query
-------------

For performing a 2D raycast query, the method
:ref:`Physics2DDirectSpaceState.intersect_ray() <class_Physics2DDirectSpaceState_intersect_ray>`
must be used, for example:
may be used. For example:

::

func _physics_process(delta):
var space_state = get_world().get_direct_space_state()
var space_state = get_world().direct_space_state
# use global coordinates, not local to node
var result = space_state.intersect_ray(Vector2(0, 0), Vector2(50, 100))

Result is a dictionary. If the ray didn't hit anything, the dictionary will
The result is a dictionary. If the ray didn't hit anything, the dictionary will
be empty. If it did hit something it will contain collision information:

::

if not result.empty():
if result:
print("Hit at point: ", result.position)

The collision result dictionary, when something hit, has this format:
The ``result`` dictionary when a collision occurs contains the following
data:

::

Expand All @@ -107,33 +108,53 @@ The collision result dictionary, when something hit, has this format:
metadata: Variant() # metadata of collider
}

# in case of 3D, Vector3 is returned.
The data is similar in 3D space, using Vector3 coordinates.

Collision exceptions
--------------------

It is a very common case to attempt casting a ray from a character or
another game scene to try to infer properties of the world around it.
The problem with this is that the same character has a collider, so the
ray can never leave the origin (it will keep hitting its own collider),
as evidenced in the following image.
A common use case for ray casting is to enable a character to gather data
about the world around it. One problem with this is that the same character
has a collider, so the ray will only detect its parent's collider,
as shown in the following image:

.. image:: img/raycast_falsepositive.png

To avoid self-intersection, the intersect_ray() function can take an
To avoid self-intersection, the ``intersect_ray()`` function can take an
optional third parameter which is an array of exceptions. This is an
example of how to use it from a KinematicBody2D or any other
collisionobject based node:
collision object node:

::

extends KinematicBody2D

func _physics_process(delta):
var space_state = get_world().get_direct_space_state()
var result = space_state.intersect_ray(get_global_pos(), enemy_pos, [self])
var space_state = get_world().direct_space_state
var result = space_state.intersect_ray(global_position, enemy_position, [self])

The exceptions array can contain objects or RIDs.

Collision Mask
--------------

While the exceptions method works fine for excluding the parent body, it becomes
very inconvenient if you need a large and/or dynamic list of exceptions. In
this case, it is much more efficient to use the collision layer/mask system.

The optional fourth argument for ``intersect_ray()`` is a collision mask. For
example, to use same mask as the parent body, use the ``collision_mask``
member variable:

::

extends KinematicBody2D

func _physics_process(delta):
var space_state = get_world().direct_space_state
var result = space_state.intersect_ray(global_position, enemy_position,
[self], collision_mask)

The extra argument is a list of exceptions, can be objects or RIDs.

3D ray casting from screen
--------------------------
Expand All @@ -144,11 +165,11 @@ picking. There is not much of a need to do this because
has an "input_event" signal that will let you know when it was clicked,
but in case there is any desire to do it manually, here's how.

To cast a ray from the screen, the :ref:`Camera <class_Camera>` node
is needed. Camera can be in two projection modes, perspective and
To cast a ray from the screen, you need a :ref:`Camera <class_Camera>`
node. A ``Camera`` can be in two projection modes: perspective and
orthogonal. Because of this, both the ray origin and direction must be
obtained. (origin changes in orthogonal, while direction changes in
perspective):
obtained. This is because ``origin`` changes in orthogonal mode, while
``normal`` changes in perspective mode:

.. image:: img/raycast_projection.png

Expand All @@ -160,9 +181,9 @@ To obtain it using a camera, the following code can be used:

func _input(event):
if event is InputEventMouseButton and event.pressed and event.button_index == 1:
var camera = get_node("camera")
var camera = $Camera
var from = camera.project_ray_origin(event.position)
var to = from + camera.project_ray_normal(event.position) * ray_length

Of course, remember that during ``_input()``, space may be locked, so save
your query for ``_physics_process()``.
Remember that during ``_input()``, the space may be locked, so in practice
this query should be run in ``_physics_process()``.

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