PhysicsRayQueryParameters3D
Inherits: RefCounted < Object
Provides parameters for PhysicsDirectSpaceState3D.intersect_ray.
Description
By changing various properties of this object, such as the ray position, you can configure the parameters for PhysicsDirectSpaceState3D.intersect_ray.
Properties
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Methods
create(from: Vector3, to: Vector3, collision_mask: int = 4294967295, exclude: Array[RID] = []) static |
Property Descriptions
bool collide_with_areas = false
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If true
, the query will take Area3Ds into account.
bool collide_with_bodies = true
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If true
, the query will take PhysicsBody3Ds into account.
int collision_mask = 4294967295
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The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See Collision layers and masks in the documentation for more information.
The list of object RIDs that will be excluded from collisions. Use CollisionObject3D.get_rid to get the RID associated with a CollisionObject3D-derived node.
Note: The returned array is copied and any changes to it will not update the original property value. To update the value you need to modify the returned array, and then assign it to the property again.
Vector3 from = Vector3(0, 0, 0)
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The starting point of the ray being queried for, in global coordinates.
If true
, the query will hit back faces with concave polygon shapes with back face enabled or heightmap shapes.
bool hit_from_inside = false
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If true
, the query will detect a hit when starting inside shapes. In this case the collision normal will be Vector3(0, 0, 0)
. Does not affect concave polygon shapes or heightmap shapes.
Vector3 to = Vector3(0, 0, 0)
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The ending point of the ray being queried for, in global coordinates.
Method Descriptions
PhysicsRayQueryParameters3D create(from: Vector3, to: Vector3, collision_mask: int = 4294967295, exclude: Array[RID] = []) static 🔗
Returns a new, pre-configured PhysicsRayQueryParameters3D object. Use it to quickly create query parameters using the most common options.
var query = PhysicsRayQueryParameters3D.create(position, position + Vector3(0, -10, 0))
var collision = get_world_3d().direct_space_state.intersect_ray(query)
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