Query the closest object intersecting a ray.
    public class RayCast : Spatial

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 (CollideWithAreas) and/or PhysicsBodys (CollideWithBodies).

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 ForceRaycastUpdate() after adjusting the raycast.

Inheritance Chain

Constructors

    public RayCast()

Properties

    public Vector3 CastTo { get; set; }

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

    public bool CollideWithAreas { get; set; }

If true, collision with Areas will be reported.

    public bool CollideWithBodies { get; set; }

If true, collision with PhysicsBodys will be reported.

    public uint CollisionMask { get; set; }

The ray’s collision mask. Only objects in at least one collision layer enabled in the mask will be detected.

    public bool Enabled { get; set; }

If true, collisions will be reported.

    public bool ExcludeParent { get; set; }

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

Methods

    public void AddException(Object node)

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

    public void AddExceptionRid(RID rid)

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

    public void ClearExceptions()

Removes all collision exceptions for this ray.

    public void ForceRaycastUpdate()

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 == true is not required for this to work.

    [Obsolete("GetCastTo is deprecated. Use the CastTo property instead.")]
    public Vector3 GetCastTo()

Getter for CastTo

    public Object GetCollider()

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

    public int GetColliderShape()

Returns the shape ID of the first object that the ray intersects, or 0 if no object is intersecting the ray (i.e. IsColliding() returns false).

    [Obsolete("GetCollisionMask is deprecated. Use the CollisionMask property instead.")]
    public uint GetCollisionMask()

    public bool GetCollisionMaskBit(int bit)

Returns true if the bit index passed is turned on.

Note: Bit indices range from 0-19.

    public Vector3 GetCollisionNormal()

Returns the normal of the intersecting object’s shape at the collision point.

    public Vector3 GetCollisionPoint()

Returns the collision point at which the ray intersects the closest object.

Note: This point is in the global coordinate system.

    [Obsolete("GetExcludeParentBody is deprecated. Use the ExcludeParent property instead.")]
    public bool GetExcludeParentBody()

Getter for ExcludeParent

    [Obsolete("IsCollideWithAreasEnabled is deprecated. Use the CollideWithAreas property instead.")]
    public bool IsCollideWithAreasEnabled()

Getter for CollideWithAreas

    [Obsolete("IsCollideWithBodiesEnabled is deprecated. Use the CollideWithBodies property instead.")]
    public bool IsCollideWithBodiesEnabled()

Getter for CollideWithBodies

    public bool IsColliding()

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

    [Obsolete("IsEnabled is deprecated. Use the Enabled property instead.")]
    public bool IsEnabled()

Getter for Enabled

    public void RemoveException(Object node)

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

    public void RemoveExceptionRid(RID rid)

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

    [Obsolete("SetCastTo is deprecated. Use the CastTo property instead.")]
    public void SetCastTo(Vector3 localPoint)

Setter for CastTo

    [Obsolete("SetCollideWithAreas is deprecated. Use the CollideWithAreas property instead.")]
    public void SetCollideWithAreas(bool enable)

Setter for CollideWithAreas

    [Obsolete("SetCollideWithBodies is deprecated. Use the CollideWithBodies property instead.")]
    public void SetCollideWithBodies(bool enable)

Setter for CollideWithBodies

    [Obsolete("SetCollisionMask is deprecated. Use the CollisionMask property instead.")]
    public void SetCollisionMask(uint mask)

    public void SetCollisionMaskBit(int bit, bool value)

Sets the bit index passed to the value passed.

Note: Bit indexes range from 0-19.

    [Obsolete("SetEnabled is deprecated. Use the Enabled property instead.")]
    public void SetEnabled(bool enabled)

Setter for Enabled

    [Obsolete("SetExcludeParentBody is deprecated. Use the ExcludeParent property instead.")]
    public void SetExcludeParentBody(bool mask)

Setter for ExcludeParent

Tags: