Class RayCast3D
A ray in 3D space, used to find the first object it intersects.
- Inheritance
-
RayCast3D
Remarks
A raycast represents a ray from its origin to its target_position that finds the closest object along its path, if it intersects any.
RayCast3D can ignore some objects by adding them to an exception list, by making its detection reporting ignore Area3Ds (collide_with_areas) or PhysicsBody3Ds (collide_with_bodies), or by configuring physics layers.
RayCast3D calculates intersection every physics frame, and it holds the result until the next physics frame. For an immediate raycast, or if you want to configure a RayCast3D multiple times within the same physics frame, use force_raycast_update.
To sweep over a region of 3D space, you can approximate the region with multiple RayCast3Ds or use ShapeCast3D.
See Also
Properties
collide_with_areas
If true
, collisions with Area3Ds will be reported.
var collide_with_areas : bool = false
Property Value
Remarks
collide_with_bodies
If true
, collisions with PhysicsBody3Ds will be reported.
var collide_with_bodies : bool = true
Property Value
Remarks
collision_mask
The ray'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.
var collision_mask : int = 1
Property Value
Remarks
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 RayCast3D is colliding with something.
If set to Color(0.0, 0.0, 0.0)
(by default), the color set in debug/shapes/collision/shape_color is used.
var debug_shape_custom_color : Color = Color(0, 0, 0, 1)
Property Value
Remarks
debug_shape_thickness
If set to 1
, a line is used as the debug shape. Otherwise, a truncated pyramid is drawn to represent the RayCast3D. Requires Visible Collision Shapes to be enabled in the Debug menu for the debug shape to be visible at run-time.
var debug_shape_thickness : int = 2
Property Value
Remarks
enabled
If true
, collisions will be reported.
var enabled : bool = true
Property Value
Remarks
exclude_parent
If true
, collisions will be ignored for this RayCast3D's immediate parent.
var exclude_parent : bool = true
Property Value
Remarks
hit_back_faces
If true
, the ray will hit back faces with concave polygon shapes with back face enabled or heightmap shapes.
var hit_back_faces : bool = true
Property Value
Remarks
hit_from_inside
If true
, the ray will detect a hit when starting inside shapes. In this case the collision normal will be Vector3(0, 0, 0)
. Does not affect shapes with no volume like concave polygon or heightmap.
var hit_from_inside : bool = false
Property Value
Remarks
target_position
The ray's destination point, relative to the RayCast's position
.
var target_position : Vector3 = Vector3(0, -1, 0)
Property Value
Remarks
Methods
add_exception(CollisionObject3D)
Adds a collision exception so the ray does not report collisions with the specified CollisionObject3D node.
void add_exception(CollisionObject3D node)
Parameters
node
CollisionObject3D
add_exception_rid(RID)
Adds a collision exception so the ray does not report collisions with the specified RID.
void add_exception_rid(RID rid)
Parameters
rid
RID
clear_exceptions
Removes all collision exceptions for this ray.
void clear_exceptions
force_raycast_update
Updates the collision information for the ray immediately, without waiting for the next _physics_process
call. Use this method, for example, when the ray or its parent has changed state.
Note: enabled does not need to be true
for this to work.
void force_raycast_update
get_collider
Qualifiers: const
Returns the first object that the ray intersects, or null
if no object is intersecting the ray (i.e. is_colliding returns false
).
Note: This object is not guaranteed to be a CollisionObject3D. For example, if the ray intersects a CSGShape3D or a GridMap, the method will return a CSGShape3D or GridMap instance.
Object get_collider
get_collider_rid
Qualifiers: const
Returns the RID of the first object that the ray intersects, or an empty RID if no object is intersecting the ray (i.e. is_colliding returns false
).
RID get_collider_rid
get_collider_shape
Qualifiers: const
Returns the shape ID of the first object that the ray intersects, or 0
if no object is intersecting the ray (i.e. is_colliding returns false
).
To get the intersected shape node, for a CollisionObject3D target, use:
int get_collider_shape
get_collision_face_index
Qualifiers: const
Returns the collision object's face index at the collision point, or -1
if the shape intersecting the ray is not a ConcavePolygonShape3D.
int get_collision_face_index
get_collision_mask_value(int)
Qualifiers: const
Returns whether or not the specified layer of the collision_mask is enabled, given a layer_number
between 1 and 32.
bool get_collision_mask_value(int layer_number)
Parameters
layer_number
int
get_collision_normal
Qualifiers: const
Returns the normal of the intersecting object's shape at the collision point, or Vector3(0, 0, 0)
if the ray starts inside the shape and hit_from_inside is true
.
Note: Check that is_colliding returns true
before calling this method to ensure the returned normal is valid and up-to-date.
Vector3 get_collision_normal
get_collision_point
Qualifiers: const
Returns the collision point at which the ray intersects the closest object, in the global coordinate system. If hit_from_inside is true
and the ray starts inside of a collision shape, this function will return the origin point of the ray.
Note: Check that is_colliding returns true
before calling this method to ensure the returned point is valid and up-to-date.
Vector3 get_collision_point
is_colliding
Qualifiers: const
Returns whether any object is intersecting with the ray's vector (considering the vector length).
bool is_colliding
remove_exception(CollisionObject3D)
Removes a collision exception so the ray does report collisions with the specified CollisionObject3D node.
void remove_exception(CollisionObject3D node)
Parameters
node
CollisionObject3D
remove_exception_rid(RID)
Removes a collision exception so the ray does report collisions with the specified RID.
void remove_exception_rid(RID rid)
Parameters
rid
RID
set_collision_mask_value(int, bool)
Based on value
, enables or disables the specified layer in the collision_mask, given a layer_number
between 1 and 32.
void set_collision_mask_value(int layer_number, bool value)