Up to date

This page is up to date for Redot 4.3. If you still find outdated information, please create an issue.

PhysicsRayQueryParameters3D

Inherits: RefCounted < Object

Provides parameters for PhysicsDirectSpaceState3D.intersect_ray.

Description

By changing various properties of this object, such as the ray position, you can configure the parameters for PhysicsDirectSpaceState3D.intersect_ray.

Properties

bool

collide_with_areas

false

bool

collide_with_bodies

true

int

collision_mask

4294967295

Array[RID]

exclude

[]

Vector3

from

Vector3(0, 0, 0)

bool

hit_back_faces

true

bool

hit_from_inside

false

Vector3

to

Vector3(0, 0, 0)

Methods

PhysicsRayQueryParameters3D

create(from: Vector3, to: Vector3, collision_mask: int = 4294967295, exclude: Array[RID] = []) static


Property Descriptions

bool collide_with_areas = false 🔗

  • void set_collide_with_areas(value: bool)

  • bool is_collide_with_areas_enabled()

If true, the query will take Area3Ds into account.


bool collide_with_bodies = true 🔗

  • void set_collide_with_bodies(value: bool)

  • bool is_collide_with_bodies_enabled()

If true, the query will take PhysicsBody3Ds into account.


int collision_mask = 4294967295 🔗

  • void set_collision_mask(value: int)

  • int get_collision_mask()

The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See Collision layers and masks in the documentation for more information.


Array[RID] exclude = [] 🔗

The list of object RIDs that will be excluded from collisions. Use CollisionObject3D.get_rid to get the RID associated with a CollisionObject3D-derived node.

Note: The returned array is copied and any changes to it will not update the original property value. To update the value you need to modify the returned array, and then assign it to the property again.


Vector3 from = Vector3(0, 0, 0) 🔗

The starting point of the ray being queried for, in global coordinates.


bool hit_back_faces = true 🔗

  • void set_hit_back_faces(value: bool)

  • bool is_hit_back_faces_enabled()

If true, the query will hit back faces with concave polygon shapes with back face enabled or heightmap shapes.


bool hit_from_inside = false 🔗

  • void set_hit_from_inside(value: bool)

  • bool is_hit_from_inside_enabled()

If true, the query will detect a hit when starting inside shapes. In this case the collision normal will be Vector3(0, 0, 0). Does not affect concave polygon shapes or heightmap shapes.


Vector3 to = Vector3(0, 0, 0) 🔗

The ending point of the ray being queried for, in global coordinates.


Method Descriptions

PhysicsRayQueryParameters3D create(from: Vector3, to: Vector3, collision_mask: int = 4294967295, exclude: Array[RID] = []) static 🔗

Returns a new, pre-configured PhysicsRayQueryParameters3D object. Use it to quickly create query parameters using the most common options.

var query = PhysicsRayQueryParameters3D.create(position, position + Vector3(0, -10, 0))
var collision = get_world_3d().direct_space_state.intersect_ray(query)