diff --git a/doc/classes/RayCast3D.xml b/doc/classes/RayCast3D.xml
index 16471036cdc6..83476a6d48f4 100644
--- a/doc/classes/RayCast3D.xml
+++ b/doc/classes/RayCast3D.xml
@@ -131,6 +131,9 @@
If [code]true[/code], collisions will be ignored for this RayCast3D's immediate parent.
+
+ If [code]true[/code], the ray will hit back faces with concave polygon shapes with back face enabled or heightmap shapes.
+
If [code]true[/code], the ray will detect a hit when starting inside shapes. In this case the collision normal will be [code]Vector3(0, 0, 0)[/code]. Does not affect shapes with no volume like concave polygon or heightmap.
diff --git a/scene/3d/ray_cast_3d.cpp b/scene/3d/ray_cast_3d.cpp
index 2dea6418ed2e..7b04669dad0a 100644
--- a/scene/3d/ray_cast_3d.cpp
+++ b/scene/3d/ray_cast_3d.cpp
@@ -223,6 +223,7 @@ void RayCast3D::_update_raycast_state() {
ray_params.collide_with_bodies = collide_with_bodies;
ray_params.collide_with_areas = collide_with_areas;
ray_params.hit_from_inside = hit_from_inside;
+ ray_params.hit_back_faces = hit_back_faces;
PhysicsDirectSpaceState3D::RayResult rr;
if (dss->intersect_ray(ray_params, rr)) {
@@ -297,6 +298,14 @@ bool RayCast3D::is_hit_from_inside_enabled() const {
return hit_from_inside;
}
+void RayCast3D::set_hit_back_faces(bool p_enabled) {
+ hit_back_faces = p_enabled;
+}
+
+bool RayCast3D::is_hit_back_faces_enabled() const {
+ return hit_back_faces;
+}
+
void RayCast3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &RayCast3D::set_enabled);
ClassDB::bind_method(D_METHOD("is_enabled"), &RayCast3D::is_enabled);
@@ -339,6 +348,9 @@ void RayCast3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_hit_from_inside", "enable"), &RayCast3D::set_hit_from_inside);
ClassDB::bind_method(D_METHOD("is_hit_from_inside_enabled"), &RayCast3D::is_hit_from_inside_enabled);
+ ClassDB::bind_method(D_METHOD("set_hit_back_faces", "enable"), &RayCast3D::set_hit_back_faces);
+ ClassDB::bind_method(D_METHOD("is_hit_back_faces_enabled"), &RayCast3D::is_hit_back_faces_enabled);
+
ClassDB::bind_method(D_METHOD("set_debug_shape_custom_color", "debug_shape_custom_color"), &RayCast3D::set_debug_shape_custom_color);
ClassDB::bind_method(D_METHOD("get_debug_shape_custom_color"), &RayCast3D::get_debug_shape_custom_color);
@@ -350,6 +362,7 @@ void RayCast3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "target_position", PROPERTY_HINT_NONE, "suffix:m"), "set_target_position", "get_target_position");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hit_from_inside"), "set_hit_from_inside", "is_hit_from_inside_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hit_back_faces"), "set_hit_back_faces", "is_hit_back_faces_enabled");
ADD_GROUP("Collide With", "collide_with");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_areas", "is_collide_with_areas_enabled");
diff --git a/scene/3d/ray_cast_3d.h b/scene/3d/ray_cast_3d.h
index e230d61628c4..1def7a0eca19 100644
--- a/scene/3d/ray_cast_3d.h
+++ b/scene/3d/ray_cast_3d.h
@@ -69,6 +69,7 @@ class RayCast3D : public Node3D {
bool collide_with_bodies = true;
bool hit_from_inside = false;
+ bool hit_back_faces = true;
protected:
void _notification(int p_what);
@@ -85,6 +86,9 @@ class RayCast3D : public Node3D {
void set_hit_from_inside(bool p_enabled);
bool is_hit_from_inside_enabled() const;
+ void set_hit_back_faces(bool p_enabled);
+ bool is_hit_back_faces_enabled() const;
+
void set_enabled(bool p_enabled);
bool is_enabled() const;