RayCast

Inherits: Spatial < Node < Object

Category: Core

Brief Description

Query the closest object intersecting a ray.

Member Functions

void add_exception ( Object node )
void add_exception_rid ( RID rid )
void clear_exceptions ( )
void force_raycast_update ( )
Object get_collider ( ) const
int get_collider_shape ( ) const
bool get_collision_mask_bit ( int bit ) const
Vector3 get_collision_normal ( ) const
Vector3 get_collision_point ( ) const
bool is_colliding ( ) const
void remove_exception ( Object node )
void remove_exception_rid ( RID rid )
void set_collision_mask_bit ( int bit, bool value )

Member Variables

  • Vector3 cast_to - The ray’s destination point, relative to the RayCast’s position.
  • int collision_mask - The ray’s collision mask. Only objects in at least one collision layer enabled in the mask will be detected.
  • bool enabled - If true collisions will be reported. Default value: false.
  • bool exclude_parent - If true collisions will be ignored for this RayCast’s immediate parent. Default value: true.

Description

A RayCast represents a line from its origin to its destination position, cast_to. It is used to query the 3D space in order to find the closest object along the path of the ray.

RayCast can ignore some objects by adding them to the exception list via add_exception, by setting proper filtering with collision layers, or by filtering object types with type masks.

Only enabled raycasts will be able to query the space and report collisions.

RayCast calculates intersection every physics frame (see Node), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame) use force_raycast_update after adjusting the raycast.

Member Function Description

  • void add_exception ( Object node )

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

  • void add_exception_rid ( RID rid )

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

  • void clear_exceptions ( )

Removes all collision exceptions for this ray.

  • void force_raycast_update ( )

Updates the collision information for the ray.

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

  • Object get_collider ( ) const

Return the closest object the ray is pointing to. Note that this does not consider the length of the ray, so you must also use is_colliding to check if the object returned is actually colliding with the ray.

Example:

if RayCast.is_colliding():
    var collider = RayCast.get_collider()
  • int get_collider_shape ( ) const

Returns the collision shape of the closest object the ray is pointing to. Note that this does not consider the length of the ray, so you must also use is_colliding to check if the object returned is actually colliding with the ray.

Example:

if RayCast.is_colliding():
    var shape = RayCast.get_collider_shape()
  • bool get_collision_mask_bit ( int bit ) const

Returns true if the bit index passed is turned on. Note that bit indexes range from 0-19.

  • Vector3 get_collision_normal ( ) const

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

  • Vector3 get_collision_point ( ) const

Returns the collision point at which the ray intersects the closest object. Note: this point is in the global coordinate system.

  • bool is_colliding ( ) const

Return whether the closest object the ray is pointing to is colliding with the vector (considering the vector length).

  • void remove_exception ( Object node )

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

  • void remove_exception_rid ( RID rid )

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

  • void set_collision_mask_bit ( int bit, bool value )

Sets the bit index passed to the value passed. Note that bit indexes range from 0-19.