A RayCast represents a line from its origin to its destination position, [code]cast_to[/code]. 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 [code]add_exception[/code], by setting proper filtering with collision layers, or by filtering object types with type masks.
Only enabled raycasts will be able to query the space and report collisions.
RayCast calculates intersection every fixed frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between fixed frames (or during the same frame) use [method force_raycast_update] after adjusting the raycast.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<methodname="add_exception">
<returntype="void">
</return>
<argumentindex="0"name="node"type="Object">
</argument>
<description>
Adds a collision exception so the ray does not report collisions with the specified node.
</description>
</method>
<methodname="add_exception_rid">
<returntype="void">
</return>
<argumentindex="0"name="rid"type="RID">
</argument>
<description>
Adds a collision exception so the ray does not report collisions with the specified [RID].
</description>
</method>
<methodname="clear_exceptions">
<returntype="void">
</return>
<description>
Removes all collision exceptions for this ray.
</description>
</method>
<methodname="force_raycast_update">
<returntype="void">
</return>
<description>
Updates the collision information for the ray.
Use this method to update the collision information immediately instead of waiting for the next [code]_fixed_process[/code] call, for example if the ray or its parent has changed state. Note: [code]enabled == true[/code] is not required for this to work.
</description>
</method>
<methodname="get_cast_to"qualifiers="const">
<returntype="Vector3">
</return>
<description>
Return the destination point of this ray object.
</description>
</method>
<methodname="get_collider"qualifiers="const">
<returntype="Object">
</return>
<description>
Return the closest object the ray is pointing to. Note that this does not consider the length of the ray, so you must also use [method is_colliding] to check if the object returned is actually colliding with the ray.
Returns the collision shape of the closest object the ray is pointing to. Note that this does not consider the length of the ray, so you must also use [method is_colliding] to check if the object returned is actually colliding with the ray.
Returns the collision point at which the ray intersects the closest object. Note: this point is in the [b]global[/b] coordinate system.
</description>
</method>
<methodname="get_type_mask"qualifiers="const">
<returntype="int">
</return>
<description>
Returns the type mask (types of objects to detect) for this ray. The value is a sum (bitwise OR'd) of constants available for [PhysicsDirectSpaceState].
</description>
</method>
<methodname="is_colliding"qualifiers="const">
<returntype="bool">
</return>
<description>
Return whether the closest object the ray is pointing to is colliding with the vector (considering the vector length).
</description>
</method>
<methodname="is_enabled"qualifiers="const">
<returntype="bool">
</return>
<description>
Returns whether the ray is enabled or not.
</description>
</method>
<methodname="remove_exception">
<returntype="void">
</return>
<argumentindex="0"name="node"type="Object">
</argument>
<description>
Removes a collision exception so the ray does report collisions with the specified node.
</description>
</method>
<methodname="remove_exception_rid">
<returntype="void">
</return>
<argumentindex="0"name="rid"type="RID">
</argument>
<description>
Removes a collision exception so the ray does report collisions with the specified [RID].
Sets the ray destination point, so that the ray will test from the ray's origin to [code]local_point[/code].
</description>
</method>
<methodname="set_collision_layer">
<returntype="void">
</return>
<argumentindex="0"name="layer"type="int">
</argument>
<description>
Set the mask to filter objects. Only objects with at least the same mask element set will be detected.
</description>
</method>
<methodname="set_enabled">
<returntype="void">
</return>
<argumentindex="0"name="enabled"type="bool">
</argument>
<description>
Enables the RayCast2D. Only enabled raycasts will be able to query the space and report collisions.
</description>
</method>
<methodname="set_type_mask">
<returntype="void">
</return>
<argumentindex="0"name="mask"type="int">
</argument>
<description>
Set the types of objects to detect. For [code]mask[/code] use a logic sum (OR operation) of constants defined in [PhysicsDirectSpaceState], eg. [code]PhysicsDirectSpaceState.TYPE_MASK_STATIC_BODY | PhysicsDirectSpaceState.TYPE_MASK_KINEMATIC_BODY[/code] to detect only those two types.