RayCast3D

Inherits: Node3D < Node < Object

Query the closest object intersecting a ray.

Description

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

RayCast3D can ignore some objects by adding them to the exception list via add_exception or by setting proper filtering with collision layers and masks.

RayCast3D can be configured to report collisions with Area3Ds (collide_with_areas) and/or PhysicsBody3Ds (collide_with_bodies).

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

RayCast3D 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.

Methods

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_value ( int layer_number ) 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_value ( int layer_number, bool value )

Property Descriptions

  • bool collide_with_areas

Default

false

Setter

set_collide_with_areas(value)

Getter

is_collide_with_areas_enabled()

If true, collision with Area3Ds will be reported.


  • bool collide_with_bodies

Default

true

Setter

set_collide_with_bodies(value)

Getter

is_collide_with_bodies_enabled()

If true, collision with PhysicsBody3Ds will be reported.


  • int collision_mask

Default

1

Setter

set_collision_mask(value)

Getter

get_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.


  • Color debug_shape_custom_color

Default

Color(0, 0, 0, 1)

Setter

set_debug_shape_custom_color(value)

Getter

get_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 ProjectSettings.debug/shapes/collision/shape_color is used.


  • float debug_shape_thickness

Default

2.0

Setter

set_debug_shape_thickness(value)

Getter

get_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.


Default

true

Setter

set_enabled(value)

Getter

is_enabled()

If true, collisions will be reported.


  • bool exclude_parent

Default

true

Setter

set_exclude_parent_body(value)

Getter

get_exclude_parent_body()

If true, collisions will be ignored for this RayCast3D's immediate parent.


  • bool hit_from_inside

Default

false

Setter

set_hit_from_inside(value)

Getter

is_hit_from_inside_enabled()

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.


Default

Vector3(0, -1, 0)

Setter

set_target_position(value)

Getter

get_target_position()

The ray's destination point, relative to the RayCast's position.

Method Descriptions

  • 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 does not need to be true for this to work.


  • Object get_collider ( ) const

Returns the first object that the ray intersects, or null if no object is intersecting the ray (i.e. is_colliding returns false).


  • int get_collider_shape ( ) 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).


  • bool get_collision_mask_value ( int layer_number ) const

Returns whether or not the specified layer of the collision_mask is enabled, given a layer_number between 1 and 32.


  • Vector3 get_collision_normal ( ) 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.


  • 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

Returns whether any object is intersecting with the ray's 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_value ( int layer_number, bool value )

Based on value, enables or disables the specified layer in the collision_mask, given a layer_number between 1 and 32.