RayCast

    Category: Core

    Query the closest object intersecting a ray.

    Properties

    void ( Object node )
    void ( RID rid )
    void ( )
    voidforce_raycast_update ( )
    get_collider ( ) const
    get_collider_shape ( ) const
    get_collision_mask_bit ( bit ) const
    Vector3 ( ) const
    Vector3 ( ) const
    bool ( ) const
    voidremove_exception ( node )
    voidremove_exception_rid ( rid )
    voidset_collision_mask_bit ( bit, bool value )

    Description

    A RayCast represents a line from its origin to its destination position, . 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 or by setting proper filtering with collision layers and masks.

    RayCast can be configured to report collisions with s (collide_with_areas) and/or s (collide_with_bodies).

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

    RayCast calculates intersection every physics frame (see ), 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.

    • cast_to

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


    Setterset_collide_with_areas(value)
    Getteris_collide_with_areas_enabled()

    • bool collide_with_bodies

    If true, collision with s will be reported. Default value: .


    • int collision_mask
    Setterset_collision_mask(value)
    Getterget_collision_mask()

    The ray’s collision mask. Only objects in at least one collision layer enabled in the mask will be detected.


    • enabled

    If true, collisions will be reported. Default value: false.


    • bool exclude_parent
    Setterset_exclude_parent_body(value)
    Getterget_exclude_parent_body()

    If true, collisions will be ignored for this RayCast’s immediate parent. Default value: true.

    Method Descriptions

    • void add_exception ( 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 .


    • void clear_exceptions ( )

    Removes all collision exceptions for this ray.


    Updates the collision information for the ray.


    • Object get_collider ( ) const

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


    • bool get_collision_mask_bit ( 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.


    • 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 ( node )

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


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


    • void set_collision_mask_bit ( bit, bool value )