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RayCast3D¶
Inherits: Node3D < Node < Object
A ray in 3D space, used to find the first CollisionObject3D it intersects.
Description¶
A raycast represents a ray from its origin to its target_position that finds the closest CollisionObject3D along its path, if it intersects any. This is useful for a lot of things, such as
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.
Tutorials¶
Properties¶
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Methods¶
void |
add_exception ( CollisionObject3D node ) |
void |
add_exception_rid ( RID rid ) |
void |
clear_exceptions ( ) |
void |
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get_collider ( ) const |
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get_collider_rid ( ) const |
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get_collider_shape ( ) const |
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get_collision_face_index ( ) const |
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get_collision_mask_value ( int layer_number ) const |
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get_collision_normal ( ) const |
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get_collision_point ( ) const |
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is_colliding ( ) const |
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void |
remove_exception ( CollisionObject3D node ) |
void |
remove_exception_rid ( RID rid ) |
void |
set_collision_mask_value ( int layer_number, bool value ) |
Property Descriptions¶
bool collide_with_areas = false