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.

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

bool

collide_with_areas

false

bool

collide_with_bodies

true

int

collision_mask

1

Color

debug_shape_custom_color

Color(0, 0, 0, 1)

int

debug_shape_thickness

2

bool

enabled

true

bool

exclude_parent

true

bool

hit_back_faces

true

bool

hit_from_inside

false

Vector3

target_position

Vector3(0, -1, 0)

Methods

void

add_exception(node: CollisionObject3D)

void

add_exception_rid(rid: RID)

void

clear_exceptions()

void

force_raycast_update()

Object

get_collider() const

RID

get_collider_rid() const

int

get_collider_shape() const

int

get_collision_face_index() const

bool

get_collision_mask_value(layer_number: int) const

Vector3

get_collision_normal() const

Vector3

get_collision_point() const

bool

is_colliding() const

void

remove_exception(node: CollisionObject3D)

void

remove_exception_rid(rid: RID)

void

set_collision_mask_value(layer_number: int, value: bool)


Property Descriptions

bool collide_with_areas = false 🔗

  • void set_collide_with_areas(value: bool)

  • bool is_collide_with_areas_enabled()

If true, collisions with Area3Ds will be reported.


bool collide_with_bodies = true 🔗

  • void set_collide_with_bodies(value: bool)

  • bool is_collide_with_bodies_enabled()

If true, collisions with PhysicsBody3Ds will be reported.


int collision_mask = 1 🔗

  • void set_collision_mask(value: int)

  • int get_collision_mask()

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.


Color debug_shape_custom_color = Color(0, 0, 0, 1) 🔗

  • void set_debug_shape_custom_color(value: Color)

  • Color get_debug_shape_custom_color()

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.


int debug_shape_thickness = 2 🔗

  • void set_debug_shape_thickness(value: int)

  • int get_debug_shape_thickness()

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.


bool enabled = true 🔗

  • void set_enabled(value: bool)

  • bool is_enabled()

If true, collisions will be reported.


bool exclude_parent = true 🔗

  • void set_exclude_parent_body(value: bool)

  • bool get_exclude_parent_body()

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


bool hit_back_faces = true 🔗

  • void set_hit_back_faces(value: bool)

  • bool is_hit_back_faces_enabled()

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


bool hit_from_inside = false 🔗

  • void set_hit_from_inside(value: bool)

  • bool is_hit_from_inside_enabled()

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.


Vector3 target_position = Vector3(0, -1, 0) 🔗

  • void set_target_position(value: Vector3)

  • Vector3 get_target_position()

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


Method Descriptions

void add_exception(node: CollisionObject3D) 🔗

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


void add_exception_rid(rid: RID) 🔗

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


void clear_exceptions() 🔗

Removes all collision exceptions for this ray.


void force_raycast_update() 🔗

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.


Object get_collider() const 🔗

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


RID get_collider_rid() const 🔗

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).


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. is_colliding returns false).

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

GDScriptC#

  1. var target = get_collider() # A CollisionObject3D.
  2. var shape_id = get_collider_shape() # The shape index in the collider.
  3. var owner_id = target.shape_find_owner(shape_id) # The owner ID in the collider.
  4. var shape = target.shape_owner_get_owner(owner_id)
  1. var target = (CollisionObject3D)GetCollider(); // A CollisionObject3D.
  2. var shapeId = GetColliderShape(); // The shape index in the collider.
  3. var ownerId = target.ShapeFindOwner(shapeId); // The owner ID in the collider.
  4. var shape = target.ShapeOwnerGetOwner(ownerId);

int get_collision_face_index() const 🔗

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


bool get_collision_mask_value(layer_number: int) const 🔗

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


Vector3 get_collision_normal() const 🔗

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.


Vector3 get_collision_point() const 🔗

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.


bool is_colliding() const 🔗

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


void remove_exception(node: CollisionObject3D) 🔗

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


void remove_exception_rid(rid: RID) 🔗

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


void set_collision_mask_value(layer_number: int, value: bool) 🔗

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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