RayCast

Inherits: Spatial < Node < Object

Query the closest object intersecting a ray.

Description

A RayCast represents a line from its origin to its destination position, cast_to. 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 Areas (collide_with_areas) and/or PhysicsBodys (collide_with_bodies).

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

RayCast calculates intersection every physics frame (see 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

Properties

Vector3

cast_to

Vector3( 0, -1, 0 )

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

false

bool

exclude_parent

true

Methods

void

add_exception ( Object node )

void

add_exception_rid ( RID rid )

void

clear_exceptions ( )

void

force_raycast_update ( )

Object

get_collider ( ) const

int

get_collider_shape ( ) const

bool

get_collision_mask_bit ( int bit ) const

Vector3

get_collision_normal ( ) const

Vector3

get_collision_point ( ) const

bool

is_colliding ( ) const

void

remove_exception ( Object node )

void

remove_exception_rid ( RID rid )

void

set_collision_mask_bit ( int bit, bool value )


Property Descriptions

Vector3 cast_to = Vector3( 0, -1, 0 )

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


bool collide_with_areas = false

  • void set_collide_with_areas ( bool value )

  • bool is_collide_with_areas_enabled ( )

If true, collision with Areas will be reported.


bool collide_with_bodies = true

  • void set_collide_with_bodies ( bool value )

  • bool is_collide_with_bodies_enabled ( )

If true, collision with PhysicsBodys will be reported.


int collision_mask = 1

  • void set_collision_mask ( int value )

  • 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 ( Color value )

  • 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 RayCast 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 ( int value )

  • 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 RayCast. Requires Visible Collision Shapes to be enabled in the Debug menu for the debug shape to be visible at run-time.


bool enabled = false

  • void set_enabled ( bool value )

  • bool is_enabled ( )

If true, collisions will be reported.


bool exclude_parent = true

  • void set_exclude_parent_body ( bool value )

  • bool get_exclude_parent_body ( )

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


Method Descriptions

void add_exception ( Object 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 RID.


void clear_exceptions ( )

Removes all collision exceptions for this ray.


void force_raycast_update ( )

Updates the collision information for the ray. Use this method to update the collision information immediately instead of waiting for the next _physics_process call, for example if the ray or its parent has changed state.

Note: enabled is not required 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).


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).


bool get_collision_mask_bit ( int bit ) const

Returns true if 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).


void remove_exception ( Object node )

Removes a collision exception so the ray does report collisions with the specified 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_bit ( int bit, bool value )

Sets the bit index passed to the value passed.

Note: Bit indexes range from 0-19.