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godot-raycasting-queries

Expert blueprint for physics queries using RayCast, ShapeCast, and DirectSpaceState. Covers hit detection, volume overlap, mouse picking, and high-p…

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技能内容

Available Scripts

> MANDATORY for common paths — read before implementing (do not improvise query APIs from memory):

> - [direct_space_state_raycast.gd](scripts/direct_space_state_raycast.gd) — high-frequency intersect_ray without RayCast nodes.

> - [query_exclusion_optimization.gd](scripts/query_exclusion_optimization.gd) — RID exclude lists so casters never self-hit.

> - [shapecast_ground_detection.gd](scripts/shapecast_ground_detection.gd) — footing / volume casts when thin rays tunnel or miss.

>

> Do NOT Load every script below for one task. Open only the row that matches the decision table.

[direct_space_state_raycast.gd](scripts/direct_space_state_raycast.gd)

Expert usage of PhysicsDirectSpaceState2D/3D for bypassing node-based overhead in high-frequency queries.

[shapecast_ground_detection.gd](scripts/shapecast_ground_detection.gd)

Reliable ground/footing detection using volume-based ShapeCast instead of thin rays.

[multiple_hit_piercing_ray.gd](scripts/multiple_hit_piercing_ray.gd)

Implementing piercing projectiles that detect and return multiple hits in a single line.

[field_of_view_scanner.gd](scripts/field_of_view_scanner.gd)

AI sensor logic using a fan of raycasts to detect targets within a FOV cone.

[raycast_reflection_logic.gd](scripts/raycast_reflection_logic.gd)

Calculating bounces for lasers or bullets using collision normal reflection.

[point_in_shape_query.gd](scripts/point_in_shape_query.gd)

Checking for overlapping physics bodies at a single point (Explosion epicenters).

[rest_info_3d_stuck_fix.gd](scripts/rest_info_3d_stuck_fix.gd)

Using get_rest_info to detect stuck objects and resolve overlaps immediately.

[mouse_pick_3d_query.gd](scripts/mouse_pick_3d_query.gd)

Converting 2D screen coordinates to 3D world rays for point-and-click interaction.

[water_buoyancy_surface_calc.gd](scripts/water_buoyancy_surface_calc.gd)

Finding water surface height for buoyancy systems using high-to-low raycasting.

[query_exclusion_optimization.gd](scripts/query_exclusion_optimization.gd)

Optimizing performance by excluding specific RIDs (Resource IDs) from intersection checks.

NEVER Do in Physics Queries

  • NEVER access direct_space_state outside of _physics_process() — The physics space can be locked or running on a separate thread; querying it in _process() is unsafe [1, 2].
  • NEVER use ShapeCast when a thin RayCast is sufficient — Volume queries are significantly more expensive. Default to rays unless you need volumetric detection [3, 4].
  • NEVER assume results return CollisionObject nodes — CSG shapes, GridMap, and TileMapLayer return themselves, not a generic physics body [5, 6].
  • NEVER assume RayCast nodes update instantly — They update once per physics frame. If you move a node and query it immediately, you MUST call force_raycast_update() [3, 9].
  • NEVER use complex visual meshes for physics queries — GPU-only data requires expensive thread locking to parse. Use simplified primitive collision shapes [10, 11].
  • NEVER iterate results to find the first valid hit — Use collision_mask and collision_layer to filter queries at the server level for maximum performance.
  • NEVER forget to exclude the caster — A ray starting from the center of a character will hit the character itself. Use query.exclude = [self.get_rid()] [20].
  • NEVER use rays for small, fast detection areas — Rays can "tunnel" through thin walls if the frame rate drops. Use cast_motion or high-frequency stepping for bullets.
  • NEVER query 1000+ rays individually in GDScript — Batch your queries or use the PhysicsServer directly in C++ if you reach extreme query counts.
  • NEVER ignore the result.rid — RIDs are the fastest way to identify and exclude objects in subsequent queries, bypassing node-path lookups [20].

Query-Type Decision Table

Pick the cheapest API that answers the question. Always pair rays/shapes with RID exclude + masks ([query_exclusion_optimization.gd](scripts/query_exclusion_optimization.gd)).

| Need | Prefer | Cost | When | Script |

|------|--------|------|------|--------|

| Persistent sensor in the scene (ledge, aim assist debug) | RayCast2D/RayCast3D node | Low–med | Few casts; OK waiting one physics frame (or force_raycast_update()) | Scene node + NEVER rules |

| Hitscan / LOS / one-shot mid-frame ray | PhysicsDirectSpaceState*.intersect_ray | Low | High frequency, no permanent node | MANDATORY [direct_space_state_raycast.gd](scripts/direct_space_state_raycast.gd) |

| Footing, thick walls, melee volume | ShapeCast* / intersect_shape | Med–high | Thin ray tunnels or misses volume | MANDATORY [shapecast_ground_detection.gd](scripts/shapecast_ground_detection.gd) |

| Explosion / occupancy at a point | intersect_point | Low–med | Epicenter overlap list | [point_in_shape_query.gd](scripts/point_in_shape_query.gd) |

| Stuck / penetration resolve | get_rest_info | Med | Overlap recovery | [rest_info_3d_stuck_fix.gd](scripts/rest_info_3d_stuck_fix.gd) |

| Pierce / multi-hit along a line | Repeated intersect_ray + exclude RIDs | Med | Projectiles that keep going | [multiple_hit_piercing_ray.gd](scripts/multiple_hit_piercing_ray.gd) |

| Screen → world click | Camera project + intersect_ray | Low | Picking | [mouse_pick_3d_query.gd](scripts/mouse_pick_3d_query.gd) |


3D Mouse Picking Example

func screen_point_to_ray():
    var space_state = get_world_3d().direct_space_state
    var mouse_pos = get_viewport().get_mouse_position()
    
    var origin = project_ray_origin(mouse_pos)
    var end = origin + project_ray_normal(mouse_pos) * 2000
    
    var query = PhysicsRayQueryParameters3D.create(origin, end)
    var result = space_state.intersect_ray(query)
    
    if result:
        return result.collider
    return null

Expert WHY (query timing & LOS)

  • Physics step onlydirect_space_state in _physics_process, not _process.
  • Self-hitquery.exclude = [get_rid()] on rays from character center.
  • NavMesh LOS — physics ray ≠ carved nav hole; path.size() == 2 on NavigationServer3D.map_get_path for strict mesh LOS (see deep dive).
  • Surface typescollider.get_meta(&"surface_type") beats class/group checks for decals/footsteps.
  • Compute GPU rays — out of scope; not a drop-in for gameplay intersect_ray.

Deep dive (load on demand)

NavMesh LOS validator, surface metadata, picking baseline, tunneling notes — [references/query-elite-patterns.md](references/query-elite-patterns.md).

Reference

> Progressive disclosure: open Official Documentation links only when researching a specific API;

> load Related Skills when routing work to a peer domain — do not preload the whole lattice.

Official Documentation

  • Ray-casting — Node RayCast vs PhysicsDirectSpaceState queries, result dictionaries, and exclude to avoid self-hits.
  • Physics introduction — Collision layers/masks that filter every ray, shape, and point query at the physics server.
  • Collision shapes (3D) — Why queries need primitive/convex shapes instead of visual meshes for reliable, cheap intersections.
  • PhysicsDirectSpaceState3Dintersect_ray / intersect_shape / intersect_point / get_rest_info / cast_motion contracts for mid-frame space queries.
  • PhysicsDirectSpaceState2D — 2D twin of direct space queries for LOS, hitscan, and point epicenters without permanent cast nodes.
  • PhysicsRayQueryParameters3D — Mask, exclude RIDs, hit_from_inside, and collide-with flags for reusable ray parameter objects.
  • PhysicsShapeQueryParameters3D — Shape RID + transform setup for volume casts, rest info, and stuck-overlap resolution.
  • PhysicsPointQueryParameters3D — Point-in-shape overlap lists for explosion epicenters and occupancy checks.
  • RayCast3D — Scene-tree cast nodes, collision exceptions, and when force_raycast_update() is required after moving.
  • ShapeCast3D — Volume casts and force_shapecast_update() for footing/melee detection that thin rays miss.
  • Camera3Dproject_ray_origin / project_ray_normal for screen-to-world picking rays from the active camera.
  • Mouse and input coordinates — Viewport mouse position vs canvas/world space before building a pick ray.

Related Skills

Prerequisites

  • godot-project-foundations — Named physics layers and tick settings must exist before query masks and water/ground layer bits stay coherent.
  • godot-gdscript-mastery — Typed query parameters, RID arrays, and _physics_process-only space access are language-level contracts this skill depends on.
  • godot-2d-physics — 2D body/area layer matrices and when to prefer RayCast2D nodes vs direct space state for sensors.

Complements

  • godot-physics-3d — 3D body types, CCD, and collision setup that determine what your rays and shape casts can actually hit.
  • godot-characterbody-2d — Grounding, ledges, and coyote-time feel often consume ShapeCast/ray footing results from this domain.
  • godot-input-handling — Physics-step click/aim sampling couples with mouse-pick rays and hitscan timing.
  • godot-navigation-pathfinding — Physics LOS vs NavMesh path-straightness checks; keep obstacle carve and collision worlds consistent.
  • godot-ai-navigation — FOV fans and vision sensors feed AI perception stacks that still need correct query masks/exclusions.
  • godot-performance-optimization — Budgeting hundreds of rays, reusing query params, and knowing when node casts become SceneTree overhead.
  • godot-debugging-profiling — Visualizing cast lines/shapes and diagnosing missed hits from mask, exclude, or update-timing mistakes.

Downstream / consumers

  • godot-combat-system — Hitscan, piercing rays, and melee volumes resolve damage from query results produced here.
  • godot-genre-shooter — Hitscan weapons, bullet pierce, and aim assist consume exclusion/mask recipes and multi-hit pierce loops.
  • godot-monte-carlo-balancer — View distance, FOV ray counts, pierce max-hits, and query tick rate change fairness and difficulty; simulate those knobs instead of guessing.

Master

  • godot-master — Library router and mirrored entry point for discovering raycasting/query patterns alongside sibling domains.

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