Adds a collision exception so the ray does not report collisions with the specified 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. 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 is not required for this to work.
Returns the first object that the ray intersects, or null if no object is intersecting the ray (i.e. isColliding returns false).
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).
Returns true if the bit index passed is turned on. Note: Bit indices range from 0-19.
Returns the normal of the intersecting object's shape at the collision point.
Returns the collision point at which the ray intersects the closest object. Note: This point is in the global coordinate system.
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 node.
Removes a collision exception so the ray does report collisions with the specified RID.
Sets the bit index passed to the value passed. Note: Bit indexes range from 0-19.
The ray's destination point, relative to the RayCast's position.
If true, collision with Areas will be reported.
If true, collision with PhysicsBodys 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=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masksCollision layers and masks/url in the documentation for more information.
If true, collisions will be reported.
If true, collisions will be ignored for this RayCast's immediate parent.
Construct a new instance of RayCast. Note: use memnew!RayCast instead.
Query the closest object intersecting a ray.
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.