A ray in 3D space, used to find the first [CollisionObject3D] it intersects.
A raycast represents a ray from its origin to its [member target_position] that finds the closest [CollisionObject3D] 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 [Area3D]s ([member collide_with_areas]) or [PhysicsBody3D]s ([member 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 [method force_raycast_update].
To sweep over a region of 3D space, you can approximate the region with multiple [RayCast3D]s or use [ShapeCast3D].
$DOCS_URL/tutorials/physics/ray-casting.html
https://godotengine.org/asset-library/asset/2755
Adds a collision exception so the ray does not report collisions with the specified [CollisionObject3D] node.
Adds a collision exception so the ray does not report collisions with the specified [RID].
Removes all collision exceptions for this ray.
Updates the collision information for the ray immediately, without waiting for the next [code]_physics_process[/code] call. Use this method, for example, when the ray or its parent has changed state.
[b]Note:[/b] [member enabled] does not need to be [code]true[/code] for this to work.
Returns the first object that the ray intersects, or [code]null[/code] if no object is intersecting the ray (i.e. [method is_colliding] returns [code]false[/code]).
Returns the [RID] of the first object that the ray intersects, or an empty [RID] if no object is intersecting the ray (i.e. [method is_colliding] returns [code]false[/code]).
Returns the shape ID of the first object that the ray intersects, or [code]0[/code] if no object is intersecting the ray (i.e. [method is_colliding] returns [code]false[/code]).
To get the intersected shape node, for a [CollisionObject3D] target, use:
[codeblocks]
[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)
[/gdscript]
[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);
[/csharp]
[/codeblocks]
Returns the collision object's face index at the collision point, or [code]-1[/code] if the shape intersecting the ray is not a [ConcavePolygonShape3D].
Returns whether or not the specified layer of the [member collision_mask] is enabled, given a [param layer_number] between 1 and 32.
Returns the normal of the intersecting object's shape at the collision point, or [code]Vector3(0, 0, 0)[/code] if the ray starts inside the shape and [member hit_from_inside] is [code]true[/code].
[b]Note:[/b] Check that [method is_colliding] returns [code]true[/code] before calling this method to ensure the returned normal is valid and up-to-date.
Returns the collision point at which the ray intersects the closest object, in the global coordinate system. If [member hit_from_inside] is [code]true[/code] and the ray starts inside of a collision shape, this function will return the origin point of the ray.
[b]Note:[/b] Check that [method is_colliding] returns [code]true[/code] before calling this method to ensure the returned point is valid and up-to-date.
Returns whether any object is intersecting with the ray's vector (considering the vector length).
Removes a collision exception so the ray does report collisions with the specified [CollisionObject3D] node.
Removes a collision exception so the ray does report collisions with the specified [RID].
Based on [param value], enables or disables the specified layer in the [member collision_mask], given a [param layer_number] between 1 and 32.
If [code]true[/code], collisions with [Area3D]s will be reported.
If [code]true[/code], collisions with [PhysicsBody3D]s will be reported.
The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be 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 custom color to use to draw the shape in the editor and at run-time if [b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This color will be highlighted at run-time if the [RayCast3D] is colliding with something.
If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in [member ProjectSettings.debug/shapes/collision/shape_color] is used.
If set to [code]1[/code], a line is used as the debug shape. Otherwise, a truncated pyramid is drawn to represent the [RayCast3D]. Requires [b]Visible Collision Shapes[/b] to be enabled in the [b]Debug[/b] menu for the debug shape to be visible at run-time.
If [code]true[/code], collisions will be reported.
If [code]true[/code], collisions will be ignored for this RayCast3D's immediate parent.
If [code]true[/code], the ray will hit back faces with concave polygon shapes with back face enabled or heightmap shapes.
If [code]true[/code], the ray 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 shapes with no volume like concave polygon or heightmap.
The ray's destination point, relative to the RayCast's [code]position[/code].