Raycast
Raycast¶
Casts a ray from an origin in a direction and reports what it hits, writing the results to variables. The origin can be an explicit point or a source object (which is excluded from the hits). Static geometry, dynamic and kinematic objects, and clipping/ignore-collision 'ghost' objects are each disabled by default and enabled with the static, dynamic, and ghosts flags.
Properties¶
System¶
| Name | Explanation | Type |
|---|---|---|
| Depth | The maximum distance to check along the ray, in world units. | Variable or Value |
| Direction X | The X component of the ray direction. | Variable or Value |
| Direction Y | The Y component of the ray direction. | Variable or Value |
| Direction Z | The Z component of the ray direction. | Variable or Value |
| Hit Count Variable | The variable to receive the total number of hits, including static geometry. | Variable or Value |
| Hit Dynamic Objects | When enabled, the ray hits dynamic and kinematic objects such as entities and actors. | Toggle |
| Hit Ghosts | When enabled, the ray also hits objects that are clipping or set to ignore collisions. | Toggle |
| Hit Static Geometry | When enabled, the ray hits static geometry such as walls, floors, and static doodads. | Toggle |
| Nearest Distance Variable | The variable to receive the distance from the origin to the nearest hit. | Variable or Value |
| Nearest Normal X Variable | The variable to receive the X component of the surface normal at the nearest hit. | Variable or Value |
| Nearest Normal Y Variable | The variable to receive the Y component of the surface normal at the nearest hit. | Variable or Value |
| Nearest Normal Z Variable | The variable to receive the Z component of the surface normal at the nearest hit. | Variable or Value |
| Nearest Point X Variable | The variable to receive the X component of the nearest hit point. | Variable or Value |
| Nearest Point Y Variable | The variable to receive the Y component of the nearest hit point, which is the hit height. | Variable or Value |
| Nearest Point Z Variable | The variable to receive the Z component of the nearest hit point. | Variable or Value |
| Nearest Unique ID Variable | The variable to receive the unique ID of the nearest hit object. This is empty when the nearest hit is static geometry. | Variable or Value |
| Origin X | The X component of the ray origin, used when no source object is set. | Variable or Value |
| Origin Y | The Y component of the ray origin, used when no source object is set. | Variable or Value |
| Origin Z | The Z component of the ray origin, used when no source object is set. | Variable or Value |
| Target | The physics object to target with this command. | Physics Object Reference |
| Unique IDs Array Variable | The variable to receive a nearest-first array of the unique IDs of every hit object. Static geometry hits are not included. | Variable or Value |
| Use Source Object | When enabled, the origin is taken from a source object, which is also excluded from the hits. | Toggle |