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godot-raycasting-queriesgodot 光线投射查询

Agent Skill

godot-raycasting-queries 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

594

周安装

25

GitHub Stars

138

下载量

208
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安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:godot-raycasting-queries(godot 光线投射查询)
来源仓库:https://github.com/thedivergentai/gd-agentic-skills
仓库路径:skills/godot-raycasting-queries
安装命令:
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-raycasting-queries
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-raycasting-queries

简介

用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中快速定位候选结果。

  • 适用于关键词搜索、任务场景匹配或来源线索筛选等研究检索场景。
  • 通过 npx skills add 命令从指定 GitHub 仓库安装并使用。
  • 安装前需确认权限范围、维护状态及是否触发联网或文件操作。
  • godot-raycasting-queries 属于研究检索类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

Raycasting and Physics Queries

Physics queries allow for instantaneous detection of objects using lines (rays), volumes (shapes), or points.

Available Scripts

direct_space_state_raycast.gd

Expert usage of PhysicsDirectSpaceState2D/3D for bypassing node-based overhead in high-frequency queries.

shapecast_ground_detection.gd

Reliable ground/footing detection using volume-based ShapeCast instead of thin rays.

multiple_hit_piercing_ray.gd

Implementing piercing projectiles that detect and return multiple hits in a single line.

field_of_view_scanner.gd

AI sensor logic using a fan of raycasts to detect targets within a FOV cone.

raycast_reflection_logic.gd

Calculating bounces for lasers or bullets using collision normal reflection.

point_in_shape_query.gd

Checking for overlapping physics bodies at a single point (Explosion epicenters).

rest_info_3d_stuck_fix.gd

Using get_rest_info to detect stuck objects and resolve overlaps immediately.

mouse_pick_3d_query.gd

Converting 2D screen coordinates to 3D world rays for point-and-click interaction.

water_buoyancy_surface_calc.gd

Finding water surface height for buoyancy systems using high-to-low raycasting.

query_exclusion_optimization.gd

Optimizing performance by excluding specific RIDs (Resource IDs) from intersection checks.

NEVER Do in Physics Queries

  • NEVER access direct_space_state outside of _physics_process() — The physics space can be locked or running on a separate thread; querying it in _process() is unsafe [1, 2].
  • NEVER use ShapeCast when a thin RayCast is sufficient — Volume queries are significantly more expensive. Default to rays unless you need volumetric detection [3, 4].
  • NEVER assume results return CollisionObject nodes — CSG shapes, GridMap, and TileMapLayer return themselves, not a generic physics body [5, 6].
  • NEVER assume RayCast nodes update instantly — They update once per physics frame. If you move a node and query it immediately, you MUST call force_raycast_update() [3, 9].
  • NEVER use complex visual meshes for physics queries — GPU-only data requires expensive thread locking to parse. Use simplified primitive collision shapes [10, 11].
  • NEVER iterate results to find the first valid hit — Use collision_mask and collision_layer to filter queries at the server level for maximum performance.
  • NEVER forget to exclude the caster — A ray starting from the center of a character will hit the character itself. Use query.exclude = [self.get_rid()] [20].
  • NEVER use rays for small, fast detection areas — Rays can "tunnel" through thin walls if the frame rate drops. Use cast_motion or high-frequency stepping for bullets.
  • NEVER query 1000+ rays individually in GDScript — Batch your queries or use the PhysicsServer directly in C++ if you reach extreme query counts.
  • NEVER ignore the result.rid — RIDs are the fastest way to identify and exclude objects in subsequent queries, bypassing node-path lookups [20].

3D Mouse Picking Example

func screen_point_to_ray():
    var space_state = get_world_3d().direct_space_state
    var mouse_pos = get_viewport().get_mouse_position()

    var origin = project_ray_origin(mouse_pos)
    var end = origin + project_ray_normal(mouse_pos) * 2000

    var query = PhysicsRayQueryParameters3D.create(origin, end)
    var result = space_state.intersect_ray(query)

    if result:
        return result.collider
    return null

Related

  • godot-2d-physics, godot-physics-3d
  • Master Skill: godot-master

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

34.68%
按下载量换算72

Claude

29.96%
按下载量换算62

Cursor

20.51%
按下载量换算43

Gemini CLI

8.89%
按下载量换算18

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

权限需确认

当前来源未能明确判断权限范围,默认进入异常复核队列。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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