Table of Contents

Class PhysicsRayQueryParameters3D

Namespace
Godot
Assembly
GodotSharp.dll

By changing various properties of this object, such as the ray position, you can configure the parameters for IntersectRay(PhysicsRayQueryParameters3D).

public class PhysicsRayQueryParameters3D : RefCounted, IDisposable
Inheritance
PhysicsRayQueryParameters3D
Implements
Inherited Members

Constructors

PhysicsRayQueryParameters3D()

public PhysicsRayQueryParameters3D()

Properties

CollideWithAreas

If true, the query will take Area3Ds into account.

public bool CollideWithAreas { get; set; }

Property Value

bool

CollideWithBodies

If true, the query will take PhysicsBody3Ds into account.

public bool CollideWithBodies { get; set; }

Property Value

bool

CollisionMask

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.

public uint CollisionMask { get; set; }

Property Value

uint

Exclude

The list of object Rids that will be excluded from collisions. Use GetRid() to get the Rid associated with a CollisionObject3D-derived node.

public Array<Rid> Exclude { get; set; }

Property Value

Array<Rid>

From

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

public Vector3 From { get; set; }

Property Value

Vector3

HitBackFaces

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

public bool HitBackFaces { get; set; }

Property Value

bool

HitFromInside

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.

public bool HitFromInside { get; set; }

Property Value

bool

To

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

public Vector3 To { get; set; }

Property Value

Vector3

Methods

Create(Vector3, Vector3, uint, Array<Rid>)

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)
public static PhysicsRayQueryParameters3D Create(Vector3 from, Vector3 to, uint collisionMask = 4294967295, Array<Rid> exclude = null)

Parameters

from Vector3
to Vector3
collisionMask uint
exclude Array<Rid>

Returns

PhysicsRayQueryParameters3D

HasGodotClassMethod(in godot_string_name)

Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.

protected override bool HasGodotClassMethod(in godot_string_name method)

Parameters

method godot_string_name

Name of the method to check for.

Returns

bool

HasGodotClassSignal(in godot_string_name)

Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.

protected override bool HasGodotClassSignal(in godot_string_name signal)

Parameters

signal godot_string_name

Name of the signal to check for.

Returns

bool

InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)

Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.

protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)

Parameters

method godot_string_name

Name of the method to invoke.

args NativeVariantPtrArgs

Arguments to use with the invoked method.

ret godot_variant

Value returned by the invoked method.

Returns

bool