Provides parameters for [method PhysicsDirectSpaceState3D.intersect_ray].
By changing various properties of this object, such as the ray position, you can configure the parameters for [method PhysicsDirectSpaceState3D.intersect_ray].
Returns a new, pre-configured [PhysicsRayQueryParameters3D] object. Use it to quickly create query parameters using the most common options.
[codeblock]
var query = PhysicsRayQueryParameters3D.create(position, position + Vector3(0, -10, 0))
var collision = get_world_3d().direct_space_state.intersect_ray(query)
[/codeblock]
If [code]true[/code], the query will take [Area3D]s into account.
If [code]true[/code], the query will take [PhysicsBody3D]s into account.
The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
The list of object [RID]s that will be excluded from collisions. Use [method CollisionObject3D.get_rid] to get the [RID] associated with a [CollisionObject3D]-derived node.
The starting point of the ray being queried for, in global coordinates.
If [code]true[/code], the query will hit back faces with concave polygon shapes with back face enabled or heightmap shapes.
If [code]true[/code], the query will detect a hit when starting inside shapes. In this case the collision normal will be [code]Vector3(0, 0, 0)[/code]. Does not affect concave polygon shapes or heightmap shapes.
The ending point of the ray being queried for, in global coordinates.