Attention: Here be dragons

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PhysicsRayQueryParameters3D

Inherits: RefCounted < Object

Provides parameters for PhysicsDirectSpaceState3D.intersect_ray.

Description

By changing various properties of this object, such as the ray position, you can configure the parameters for PhysicsDirectSpaceState3D.intersect_ray.

Properties

bool

collide_with_areas

false

bool

collide_with_bodies

true

int

collision_mask

4294967295

Array[RID]

exclude

[]

Vector3

from

Vector3(0, 0, 0)

bool

hit_back_faces

true

bool

hit_from_inside

false

Vector3

to

Vector3(0, 0, 0)

Methods

PhysicsRayQueryParameters3D

create(from: Vector3, to: Vector3, collision_mask: int = 4294967295, exclude: Array[RID] = []) static


Property Descriptions

bool collide_with_areas = false

  • void set_collide_with_areas(value: bool)

  • bool is_collide_with_areas_enabled()

If true, the query will take Area3Ds into account.


bool collide_with_bodies = true

  • void set_collide_with_bodies(value: bool)

  • bool is_collide_with_bodies_enabled()

If true, the query will take PhysicsBody3Ds into account.


int collision_mask = 4294967295

  • void set_collision_mask(value: int)

  • int get_collision_mask()

The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See Collision layers and masks in the documentation for more information.


Array[RID] exclude = []

The list of object RIDs that will be excluded from collisions. Use CollisionObject3D.get_rid to get the RID associated with a CollisionObject3D-derived node.


Vector3 from = Vector3(0, 0, 0)

The starting point of the ray being queried for, in global coordinates.


bool hit_back_faces = true

  • void set_hit_back_faces(value: bool)

  • bool is_hit_back_faces_enabled()

If true, the query will hit back faces with concave polygon shapes with back face enabled or heightmap shapes.


bool hit_from_inside = false

  • void set_hit_from_inside(value: bool)

  • bool is_hit_from_inside_enabled()

If true, the query will detect a hit when starting inside shapes. In this case the collision normal will be Vector3(0, 0, 0). Does not affect concave polygon shapes or heightmap shapes.


Vector3 to = Vector3(0, 0, 0)

The ending point of the ray being queried for, in global coordinates.


Method Descriptions

PhysicsRayQueryParameters3D create(from: Vector3, to: Vector3, collision_mask: int = 4294967295, exclude: Array[RID] = []) static

Returns a new, pre-configured PhysicsRayQueryParameters3D object. Use it to quickly create query parameters using the most common options.

var query = PhysicsRayQueryParameters3D.create(position, position + Vector3(