Inheritance #

RayCast3D
Table of contents

RayCast3D #

is_instantiable, Node3D, Node, core, not_builtin_classes

A ray in 3D space, used to find the first object it intersects.

A raycast represents a ray from its origin to its target_position that finds the closest object along its path, if it intersects any.

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.

Members #

var collide_with_areas: bool = false#

If true, collisions with Area3Ds will be reported.

var collide_with_bodies: bool = true#

If true, collisions with PhysicsBody3Ds will be reported.

var collision_mask: int = 1#

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.

var debug_shape_custom_color: Color = Color(0, 0, 0, 1)#

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.

var debug_shape_thickness: int = 2#

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.

var enabled: bool = true#

If true, collisions will be reported.

var exclude_parent: bool = true#

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

var hit_back_faces: bool = true#

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

var hit_from_inside: bool = false#

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.

var target_position: Vector3 = Vector3(0, -1, 0)#

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

Methods #

func add_exception(node: CollisionObject3D) -> void#

Adds a collision exception so the ray does not report collisions with the specified CollisionObject3D node.

func add_exception_rid(rid: RID) -> void#

Adds a collision exception so the ray does not report collisions with the specified RID.

func clear_exceptions() -> void#

Removes all collision exceptions for this ray.

func force_raycast_update() -> void#

Updates the collision information for the ray immediately, without waiting for the next _physics_process call. Use this method, for example, when the ray or its parent has changed state.

Note: enabled does not need to be true for this to work.

const func get_collider() -> Object#

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

Note: This object is not guaranteed to be a CollisionObject3D. For example, if the ray intersects a CSGShape3D or a GridMap, the method will return a CSGShape3D or GridMap instance.

const func get_collider_rid() -> RID#

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

const func get_collider_shape() -> int#

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).

To get the intersected shape node, for a CollisionObject3D target, use:

GDScript

var target = get_collider() # A CollisionObject3D.
var shape_id = get_collider_shape() # The shape index in the collider.
var owner_id = target.shape_find_owner(shape_id) # The owner ID in the collider.
var shape = target.shape_owner_get_owner(owner_id)

C#

var target = (CollisionObject3D)GetCollider(); // A CollisionObject3D.
var shapeId = GetColliderShape(); // The shape index in the collider.
var ownerId = target.ShapeFindOwner(shapeId); // The owner ID in the collider.
var shape = target.ShapeOwnerGetOwner(ownerId);

const func get_collision_face_index() -> int#

Returns the collision object's face index at the collision point, or -1 if the shape intersecting the ray is not a ConcavePolygonShape3D.

const func get_collision_mask_value(layer_number: int) -> bool#

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

const func get_collision_normal() -> Vector3#

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.

Note: Check that is_colliding returns true before calling this method to ensure the returned normal is valid and up-to-date.

const func get_collision_point() -> Vector3#

Returns the collision point at which the ray intersects the closest object, in the global coordinate system. If hit_from_inside is true and the ray starts inside of a collision shape, this function will return the origin point of the ray.

Note: Check that is_colliding returns true before calling this method to ensure the returned point is valid and up-to-date.

const func is_colliding() -> bool#

Returns whether any object is intersecting with the ray's vector (considering the vector length).

func remove_exception(node: CollisionObject3D) -> void#

Removes a collision exception so the ray does report collisions with the specified CollisionObject3D node.

func remove_exception_rid(rid: RID) -> void#

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

func set_collision_mask_value(value: bool) -> void#

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

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