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DO NOT EDIT THIS FILE!!!.. Generated automatically from Godot engine sources... Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py... XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RayCast3D.xml... _class_RayCast3D:RayCast3D=========**Inherits:** :ref:`Node3D<class_Node3D>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`A ray in 3D space, used to find the first collision object it intersects... rst-class:: classref-introduction-groupDescription-----------A raycast represents a ray from its origin to its :ref:`target_position<class_RayCast3D_property_target_position>` that finds the closest object 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 :ref:`Area3D<class_Area3D>`\ s (:ref:`collide_with_areas<class_RayCast3D_property_collide_with_areas>`) or :ref:`PhysicsBody3D<class_PhysicsBody3D>`\ s (:ref:`collide_with_bodies<class_RayCast3D_property_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 :ref:`force_raycast_update()<class_RayCast3D_method_force_raycast_update>`.To sweep over a region of 3D space, you can approximate the region with multiple **RayCast3D**\ s or use :ref:`ShapeCast3D<class_ShapeCast3D>`... rst-class:: classref-introduction-groupTutorials---------- :doc:`Ray-casting <../tutorials/physics/ray-casting>`- `3D Voxel Demo <https://godotengine.org/asset-library/asset/2755>`__.. rst-class:: classref-reftable-groupProperties----------.. table::   :widths: auto   +-------------------------------+------------------------------------------------------------------------------------+-----------------------+   | :ref:`bool<class_bool>`       | :ref:`collide_with_areas<class_RayCast3D_property_collide_with_areas>`             | ``false``             |   +-------------------------------+------------------------------------------------------------------------------------+-----------------------+   | :ref:`bool<class_bool>`       | :ref:`collide_with_bodies<class_RayCast3D_property_collide_with_bodies>`           | ``true``              |   +-------------------------------+------------------------------------------------------------------------------------+-----------------------+   | :ref:`int<class_int>`         | :ref:`collision_mask<class_RayCast3D_property_collision_mask>`                     | ``1``                 |   +-------------------------------+------------------------------------------------------------------------------------+-----------------------+   | :ref:`Color<class_Color>`     | :ref:`debug_shape_custom_color<class_RayCast3D_property_debug_shape_custom_color>` | ``Color(0, 0, 0, 1)`` |   +-------------------------------+------------------------------------------------------------------------------------+-----------------------+   | :ref:`int<class_int>`         | :ref:`debug_shape_thickness<class_RayCast3D_property_debug_shape_thickness>`       | ``2``                 |   +-------------------------------+------------------------------------------------------------------------------------+-----------------------+   | :ref:`bool<class_bool>`       | :ref:`enabled<class_RayCast3D_property_enabled>`                                   | ``true``              |   +-------------------------------+------------------------------------------------------------------------------------+-----------------------+   | :ref:`bool<class_bool>`       | :ref:`exclude_parent<class_RayCast3D_property_exclude_parent>`                     | ``true``              |   +-------------------------------+------------------------------------------------------------------------------------+-----------------------+   | :ref:`bool<class_bool>`       | :ref:`hit_back_faces<class_RayCast3D_property_hit_back_faces>`                     | ``true``              |   +-------------------------------+------------------------------------------------------------------------------------+-----------------------+   | :ref:`bool<class_bool>`       | :ref:`hit_from_inside<class_RayCast3D_property_hit_from_inside>`                   | ``false``             |   +-------------------------------+------------------------------------------------------------------------------------+-----------------------+   | :ref:`Vector3<class_Vector3>` | :ref:`target_position<class_RayCast3D_property_target_position>`                   | ``Vector3(0, -1, 0)`` |   +-------------------------------+------------------------------------------------------------------------------------+-----------------------+.. rst-class:: classref-reftable-groupMethods-------.. table::   :widths: auto   +-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------+   | |void|                        | :ref:`add_exception<class_RayCast3D_method_add_exception>`\ (\ node\: :ref:`CollisionObject3D<class_CollisionObject3D>`\ )                                    |   +-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------+   | |void|                        | :ref:`add_exception_rid<class_RayCast3D_method_add_exception_rid>`\ (\ rid\: :ref:`RID<class_RID>`\ )                                                         |   +-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------+   | |void|                        | :ref:`clear_exceptions<class_RayCast3D_method_clear_exceptions>`\ (\ )                                                                                        |   +-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------+   | |void|                        | :ref:`force_raycast_update<class_RayCast3D_method_force_raycast_update>`\ (\ )                                                                                |   +-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------+   | :ref:`Object<class_Object>`   | :ref:`get_collider<class_RayCast3D_method_get_collider>`\ (\ ) |const|                                                                                        |   +-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------+   | :ref:`RID<class_RID>`         | :ref:`get_collider_rid<class_RayCast3D_method_get_collider_rid>`\ (\ ) |const|                                                                                |   +-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------+   | :ref:`int<class_int>`         | :ref:`get_collider_shape<class_RayCast3D_method_get_collider_shape>`\ (\ ) |const|                                                                            |   +-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------+   | :ref:`int<class_int>`         | :ref:`get_collision_face_index<class_RayCast3D_method_get_collision_face_index>`\ (\ ) |const|                                                                |   +-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------+   | :ref:`bool<class_bool>`       | :ref:`get_collision_mask_value<class_RayCast3D_method_get_collision_mask_value>`\ (\ layer_number\: :ref:`int<class_int>`\ ) |const|                          |   +-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------+   | :ref:`Vector3<class_Vector3>` | :ref:`get_collision_normal<class_RayCast3D_method_get_collision_normal>`\ (\ ) |const|                                                                        |   +-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------+   | :ref:`Vector3<class_Vector3>` | :ref:`get_collision_point<class_RayCast3D_method_get_collision_point>`\ (\ ) |const|                                                                          |   +-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------+   | :ref:`bool<class_bool>`       | :ref:`is_colliding<class_RayCast3D_method_is_colliding>`\ (\ ) |const|                                                                                        |   +-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------+   | |void|                        | :ref:`remove_exception<class_RayCast3D_method_remove_exception>`\ (\ node\: :ref:`CollisionObject3D<class_CollisionObject3D>`\ )                              |   +-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------+   | |void|                        | :ref:`remove_exception_rid<class_RayCast3D_method_remove_exception_rid>`\ (\ rid\: :ref:`RID<class_RID>`\ )                                                   |   +-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------+   | |void|                        | :ref:`set_collision_mask_value<class_RayCast3D_method_set_collision_mask_value>`\ (\ layer_number\: :ref:`int<class_int>`, value\: :ref:`bool<class_bool>`\ ) |   +-------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------+.. rst-class:: classref-section-separator----.. rst-class:: classref-descriptions-groupProperty Descriptions---------------------.. _class_RayCast3D_property_collide_with_areas:.. rst-class:: classref-property:ref:`bool<class_bool>` **collide_with_areas** = ``false`` :ref:`🔗<class_RayCast3D_property_collide_with_areas>`.. rst-class:: classref-property-setget- |void| **set_collide_with_areas**\ (\ value\: :ref:`bool<class_bool>`\ )- :ref:`bool<class_bool>` **is_collide_with_areas_enabled**\ (\ )If ``true``, collisions with :ref:`Area3D<class_Area3D>`\ s will be reported... rst-class:: classref-item-separator----.. _class_RayCast3D_property_collide_with_bodies:.. rst-class:: classref-property:ref:`bool<class_bool>` **collide_with_bodies** = ``true`` :ref:`🔗<class_RayCast3D_property_collide_with_bodies>`.. rst-class:: classref-property-setget- |void| **set_collide_with_bodies**\ (\ value\: :ref:`bool<class_bool>`\ )- :ref:`bool<class_bool>` **is_collide_with_bodies_enabled**\ (\ )If ``true``, collisions with :ref:`PhysicsBody3D<class_PhysicsBody3D>`\ s will be reported... rst-class:: classref-item-separator----.. _class_RayCast3D_property_collision_mask:.. rst-class:: classref-property:ref:`int<class_int>` **collision_mask** = ``1`` :ref:`🔗<class_RayCast3D_property_collision_mask>`.. rst-class:: classref-property-setget- |void| **set_collision_mask**\ (\ value\: :ref:`int<class_int>`\ )- :ref:`int<class_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 <../tutorials/physics/physics_introduction.html#collision-layers-and-masks>`__ in the documentation for more information... rst-class:: classref-item-separator----.. _class_RayCast3D_property_debug_shape_custom_color:.. rst-class:: classref-property:ref:`Color<class_Color>` **debug_shape_custom_color** = ``Color(0, 0, 0, 1)`` :ref:`🔗<class_RayCast3D_property_debug_shape_custom_color>`.. rst-class:: classref-property-setget- |void| **set_debug_shape_custom_color**\ (\ value\: :ref:`Color<class_Color>`\ )- :ref:`Color<class_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 :ref:`ProjectSettings.debug/shapes/collision/shape_color<class_ProjectSettings_property_debug/shapes/collision/shape_color>` is used... rst-class:: classref-item-separator----.. _class_RayCast3D_property_debug_shape_thickness:.. rst-class:: classref-property:ref:`int<class_int>` **debug_shape_thickness** = ``2`` :ref:`🔗<class_RayCast3D_property_debug_shape_thickness>`.. rst-class:: classref-property-setget- |void| **set_debug_shape_thickness**\ (\ value\: :ref:`int<class_int>`\ )- :ref:`int<class_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... rst-class:: classref-item-separator----.. _class_RayCast3D_property_enabled:.. rst-class:: classref-property:ref:`bool<class_bool>` **enabled** = ``true`` :ref:`🔗<class_RayCast3D_property_enabled>`.. rst-class:: classref-property-setget- |void| **set_enabled**\ (\ value\: :ref:`bool<class_bool>`\ )- :ref:`bool<class_bool>` **is_enabled**\ (\ )If ``true``, collisions will be reported... rst-class:: classref-item-separator----.. _class_RayCast3D_property_exclude_parent:.. rst-class:: classref-property:ref:`bool<class_bool>` **exclude_parent** = ``true`` :ref:`🔗<class_RayCast3D_property_exclude_parent>`.. rst-class:: classref-property-setget- |void| **set_exclude_parent_body**\ (\ value\: :ref:`bool<class_bool>`\ )- :ref:`bool<class_bool>` **get_exclude_parent_body**\ (\ )If ``true``, this raycast will not report collisions with its parent node. This property only has an effect if the parent node is a :ref:`CollisionObject3D<class_CollisionObject3D>`. See also :ref:`Node.get_parent()<class_Node_method_get_parent>` and :ref:`add_exception()<class_RayCast3D_method_add_exception>`... rst-class:: classref-item-separator----.. _class_RayCast3D_property_hit_back_faces:.. rst-class:: classref-property:ref:`bool<class_bool>` **hit_back_faces** = ``true`` :ref:`🔗<class_RayCast3D_property_hit_back_faces>`.. rst-class:: classref-property-setget- |void| **set_hit_back_faces**\ (\ value\: :ref:`bool<class_bool>`\ )- :ref:`bool<class_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... rst-class:: classref-item-separator----.. _class_RayCast3D_property_hit_from_inside:.. rst-class:: classref-property:ref:`bool<class_bool>` **hit_from_inside** = ``false`` :ref:`🔗<class_RayCast3D_property_hit_from_inside>`.. rst-class:: classref-property-setget- |void| **set_hit_from_inside**\ (\ value\: :ref:`bool<class_bool>`\ )- :ref:`bool<class_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... rst-class:: classref-item-separator----.. _class_RayCast3D_property_target_position:.. rst-class:: classref-property:ref:`Vector3<class_Vector3>` **target_position** = ``Vector3(0, -1, 0)`` :ref:`🔗<class_RayCast3D_property_target_position>`.. rst-class:: classref-property-setget- |void| **set_target_position**\ (\ value\: :ref:`Vector3<class_Vector3>`\ )- :ref:`Vector3<class_Vector3>` **get_target_position**\ (\ )The ray's destination point, relative to this raycast's :ref:`Node3D.position<class_Node3D_property_position>`... rst-class:: classref-section-separator----.. rst-class:: classref-descriptions-groupMethod Descriptions-------------------.. _class_RayCast3D_method_add_exception:.. rst-class:: classref-method|void| **add_exception**\ (\ node\: :ref:`CollisionObject3D<class_CollisionObject3D>`\ ) :ref:`🔗<class_RayCast3D_method_add_exception>`Adds a collision exception so the ray does not report collisions with the specified ``node``... rst-class:: classref-item-separator----.. _class_RayCast3D_method_add_exception_rid:.. rst-class:: classref-method|void| **add_exception_rid**\ (\ rid\: :ref:`RID<class_RID>`\ ) :ref:`🔗<class_RayCast3D_method_add_exception_rid>`Adds a collision exception so the ray does not report collisions with the specified :ref:`RID<class_RID>`... rst-class:: classref-item-separator----.. _class_RayCast3D_method_clear_exceptions:.. rst-class:: classref-method|void| **clear_exceptions**\ (\ ) :ref:`🔗<class_RayCast3D_method_clear_exceptions>`Removes all collision exceptions for this ray... rst-class:: classref-item-separator----.. _class_RayCast3D_method_force_raycast_update:.. rst-class:: classref-method|void| **force_raycast_update**\ (\ ) :ref:`🔗<class_RayCast3D_method_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:** :ref:`enabled<class_RayCast3D_property_enabled>` does not need to be ``true`` for this to work... rst-class:: classref-item-separator----.. _class_RayCast3D_method_get_collider:.. rst-class:: classref-method:ref:`Object<class_Object>` **get_collider**\ (\ ) |const| :ref:`🔗<class_RayCast3D_method_get_collider>`Returns the first object that the ray intersects, or ``null`` if no object is intersecting the ray (i.e. :ref:`is_colliding()<class_RayCast3D_method_is_colliding>` returns ``false``).\ **Note:** This object is not guaranteed to be a :ref:`CollisionObject3D<class_CollisionObject3D>`. For example, if the ray intersects a :ref:`CSGShape3D<class_CSGShape3D>` or a :ref:`GridMap<class_GridMap>`, the method will return a :ref:`CSGShape3D<class_CSGShape3D>` or :ref:`GridMap<class_GridMap>` instance... rst-class:: classref-item-separator----.. _class_RayCast3D_method_get_collider_rid:.. rst-class:: classref-method:ref:`RID<class_RID>` **get_collider_rid**\ (\ ) |const| :ref:`🔗<class_RayCast3D_method_get_collider_rid>`Returns the :ref:`RID<class_RID>` of the first object that the ray intersects, or an empty :ref:`RID<class_RID>` if no object is intersecting the ray (i.e. :ref:`is_colliding()<class_RayCast3D_method_is_colliding>` returns ``false``)... rst-class:: classref-item-separator----.. _class_RayCast3D_method_get_collider_shape:.. rst-class:: classref-method:ref:`int<class_int>` **get_collider_shape**\ (\ ) |const| :ref:`🔗<class_RayCast3D_method_get_collider_shape>`Returns the shape ID of the first object that the ray intersects, or ``0`` if no object is intersecting the ray (i.e. :ref:`is_colliding()<class_RayCast3D_method_is_colliding>` returns ``false``).To get the intersected shape node, for a :ref:`CollisionObject3D<class_CollisionObject3D>` target, use:.. tabs:: .. code-tab:: gdscript    var target = get_collider() # A CollisionObject3D.    var shape_id = get_collider_shape() # The shape index in the collider.    var owner_id = target.shape_find_owner(shape_id) # The owner ID in the collider.    var shape = target.shape_owner_get_owner(owner_id) .. code-tab:: csharp    var target = (CollisionObject3D)GetCollider(); // A CollisionObject3D.    var shapeId = GetColliderShape(); // The shape index in the collider.    var ownerId = target.ShapeFindOwner(shapeId); // The owner ID in the collider.    var shape = target.ShapeOwnerGetOwner(ownerId);.. rst-class:: classref-item-separator----.. _class_RayCast3D_method_get_collision_face_index:.. rst-class:: classref-method:ref:`int<class_int>` **get_collision_face_index**\ (\ ) |const| :ref:`🔗<class_RayCast3D_method_get_collision_face_index>`Returns the collision object's face index at the collision point, or ``-1`` if the shape intersecting the ray is not a :ref:`ConcavePolygonShape3D<class_ConcavePolygonShape3D>`... rst-class:: classref-item-separator----.. _class_RayCast3D_method_get_collision_mask_value:.. rst-class:: classref-method:ref:`bool<class_bool>` **get_collision_mask_value**\ (\ layer_number\: :ref:`int<class_int>`\ ) |const| :ref:`🔗<class_RayCast3D_method_get_collision_mask_value>`Returns whether or not the specified layer of the :ref:`collision_mask<class_RayCast3D_property_collision_mask>` is enabled, given a ``layer_number`` between 1 and 32... rst-class:: classref-item-separator----.. _class_RayCast3D_method_get_collision_normal:.. rst-class:: classref-method:ref:`Vector3<class_Vector3>` **get_collision_normal**\ (\ ) |const| :ref:`🔗<class_RayCast3D_method_get_collision_normal>`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 :ref:`hit_from_inside<class_RayCast3D_property_hit_from_inside>` is ``true``.\ **Note:** Check that :ref:`is_colliding()<class_RayCast3D_method_is_colliding>` returns ``true`` before calling this method to ensure the returned normal is valid and up-to-date... rst-class:: classref-item-separator----.. _class_RayCast3D_method_get_collision_point:.. rst-class:: classref-method:ref:`Vector3<class_Vector3>` **get_collision_point**\ (\ ) |const| :ref:`🔗<class_RayCast3D_method_get_collision_point>`Returns the collision point at which the ray intersects the closest object, in the global coordinate system. If :ref:`hit_from_inside<class_RayCast3D_property_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 :ref:`is_colliding()<class_RayCast3D_method_is_colliding>` returns ``true`` before calling this method to ensure the returned point is valid and up-to-date... rst-class:: classref-item-separator----.. _class_RayCast3D_method_is_colliding:.. rst-class:: classref-method:ref:`bool<class_bool>` **is_colliding**\ (\ ) |const| :ref:`🔗<class_RayCast3D_method_is_colliding>`Returns whether any object is intersecting with the ray's vector (considering the vector length)... rst-class:: classref-item-separator----.. _class_RayCast3D_method_remove_exception:.. rst-class:: classref-method|void| **remove_exception**\ (\ node\: :ref:`CollisionObject3D<class_CollisionObject3D>`\ ) :ref:`🔗<class_RayCast3D_method_remove_exception>`Removes a collision exception so the ray can report collisions with the specified ``node``... rst-class:: classref-item-separator----.. _class_RayCast3D_method_remove_exception_rid:.. rst-class:: classref-method|void| **remove_exception_rid**\ (\ rid\: :ref:`RID<class_RID>`\ ) :ref:`🔗<class_RayCast3D_method_remove_exception_rid>`Removes a collision exception so the ray can report collisions with the specified :ref:`RID<class_RID>`... rst-class:: classref-item-separator----.. _class_RayCast3D_method_set_collision_mask_value:.. rst-class:: classref-method|void| **set_collision_mask_value**\ (\ layer_number\: :ref:`int<class_int>`, value\: :ref:`bool<class_bool>`\ ) :ref:`🔗<class_RayCast3D_method_set_collision_mask_value>`Based on ``value``, enables or disables the specified layer in the :ref:`collision_mask<class_RayCast3D_property_collision_mask>`, given a ``layer_number`` between 1 and 32... |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`.. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`.. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`.. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`.. |bitfield| replace:: :abbr:`BitField (This value is an integer composed as a bitmask of the following flags.)`.. |void| replace:: :abbr:`void (No return value.)`
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