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¶
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Methods¶
create ( Vector3 from, Vector3 to, int collision_mask=4294967295, RID[] exclude=[] ) static |
Property Descriptions¶
bool collide_with_areas = false
If true
, the query will take Area3Ds into account.
bool collide_with_bodies = true
If true
, the query will take PhysicsBody3Ds into account.
int collision_mask = 4294967295
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.
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.
Vector3 from = Vector3(0, 0, 0)
The starting point of the ray being queried for, in global coordinates.
bool hit_back_faces = true
If true
, the query will hit back faces with concave polygon shapes with back face enabled or heightmap shapes.
bool hit_from_inside = false
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 ( Vector3 from, Vector3 to, int collision_mask=4294967295, RID[] exclude=[] ) 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)