RayCast
Inherits: Spatial < Node < Object Query the closest object intersecting a ray.
Description
cast_to. It is used to query the 3D space in order to find the closest object along the path of the ray.
add_exception or by setting proper filtering with collision layers and masks.
Areas (collide_with_areas) and/or PhysicsBodys (collide_with_bodies).
Only enabled raycasts will be able to query the space and report collisions.
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.
Tutorials
- bool collide_with_areas
true, collision with Areas will be reported.
- bool collide_with_bodies
true, collision with PhysicsBodys will be reported.
- int collision_mask Collision layers and masks in the documentation for more information.
- Color debug_shape_custom_color
Visible Collision Shapes is enabled in the Debug menu. This color will be highlighted at run-time if the
RayCastis colliding with something.Color(0.0, 0.0, 0.0)(by default), the color set in ProjectSettings.debug/shapes/collision/shape_color is used.
- int debug_shape_thickness
1, a line is used as the debug shape. Otherwise, a truncated pyramid is drawn to represent theRayCast. Requires Visible Collision Shapes to be enabled in the Debug menu for the debug shape to be visible at run-time.
- bool enabled
true, collisions will be reported.
- bool exclude_parent
true, collisions will be ignored for this RayCast’s immediate parent.Method Descriptions
- add_exception ( Object node ) Adds a collision exception so the ray does not report collisions with the specified node.
- add_exception_rid ( RID rid ) RID.
- clear_exceptions ( ) Removes all collision exceptions for this ray.
- force_raycast_update ( )
_physics_processcall, for example if the ray or its parent has changed state. Note:enabledis not required for this to work.
- Object get_collider ( ) const
nullif no object is intersecting the ray (i.e. is_colliding returnsfalse).
- int get_collider_shape ( ) const
0if no object is intersecting the ray (i.e. is_colliding returnsfalse).
- bool get_collision_mask_bit ( int bit ) const
trueif the bit index passed is turned on. Note: Bit indices 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 Returns whether any object is intersecting with the ray’s vector (considering the vector length).
- remove_exception ( Object node ) Removes a collision exception so the ray does report collisions with the specified node.
- remove_exception_rid ( RID rid ) RID.
- set_collision_mask_bit ( int bit, bool value )
valuepassed. Note: Bit indexes range from 0-19.
