diff options
author | Karol Walasek <coreconviction@gmail.com> | 2016-10-01 16:20:00 +0200 |
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committer | Karol Walasek <coreconviction@gmail.com> | 2016-10-01 16:21:33 +0200 |
commit | db0a46d7f7af220cede52198f05082f74ca9c546 (patch) | |
tree | a97849d76472b0f21e90dd980e3b1515194ebcdf | |
parent | 3ecd8560fd90a615d80a447b04e713bb2c600fe4 (diff) |
Filled blanks and normalized documentation on RayCast[2D]
-rw-r--r-- | doc/base/classes.xml | 37 |
1 files changed, 33 insertions, 4 deletions
diff --git a/doc/base/classes.xml b/doc/base/classes.xml index deed5c5cda..c18cba09a4 100644 --- a/doc/base/classes.xml +++ b/doc/base/classes.xml @@ -31861,14 +31861,21 @@ </class> <class name="RayCast" inherits="Spatial" category="Core"> <brief_description> + Query the closest object intersecting a ray. </brief_description> <description> + A RayCast represents a line from its origin to its destination position [code]cast_to[/code], it is used to query the 3D space in order to find the closest object intersecting with the ray. + + RayCast can ignore some objects by adding them to the exception list via [code]add_exception[/code], setting proper filtering with layers, or by filtering object types with type masks. + + Only enabled raycasts will be able to query the space and report collisions! </description> <methods> <method name="add_exception"> <argument index="0" name="node" type="Object"> </argument> <description> + Adds a collision exception so the ray does not report collisions with the specified [code]node[/code]. </description> </method> <method name="add_exception_rid"> @@ -31879,30 +31886,35 @@ </method> <method name="clear_exceptions"> <description> + Removes all collision exception for this ray. </description> </method> <method name="get_cast_to" qualifiers="const"> <return type="Vector3"> </return> <description> + Return the destination point of this ray object. </description> </method> <method name="get_collider" qualifiers="const"> <return type="Object"> </return> <description> + Return the closest object the ray is pointing to. Note that this does not consider the length of the vector, so you must also use [method is_colliding] to check if the object returned is actually colliding with the ray. </description> </method> <method name="get_collider_shape" qualifiers="const"> <return type="int"> </return> <description> + Returns the collision shape of the closest object the ray is pointing to. </description> </method> <method name="get_collision_normal" qualifiers="const"> <return type="Vector3"> </return> <description> + Returns the normal of the intersecting object shape face containing the collision point. </description> </method> <method name="get_collision_point" qualifiers="const"> @@ -31916,30 +31928,35 @@ <return type="int"> </return> <description> + Returns the layer mask for this ray. </description> </method> <method name="get_type_mask" qualifiers="const"> <return type="int"> </return> <description> + Returns the type mask (types of objects to detect) for this ray. The value is a sum (bitwise OR'd) of constants available for [PhysicsDirectSpaceState]. </description> </method> <method name="is_colliding" qualifiers="const"> <return type="bool"> </return> <description> + Return whether the closest object the ray is pointing to is colliding with the vector (considering the vector length). </description> </method> <method name="is_enabled" qualifiers="const"> <return type="bool"> </return> <description> + Returns whether this raycast is enabled or not. </description> </method> <method name="remove_exception"> <argument index="0" name="node" type="Object"> </argument> <description> + Removes a collision exception so the ray does report collisions with the specified [code]node[/code]. </description> </method> <method name="remove_exception_rid"> @@ -31959,18 +31976,21 @@ <argument index="0" name="enabled" type="bool"> </argument> <description> + Enables the RayCast2D. Only enabled raycasts will be able to query the space and report collisions. </description> </method> <method name="set_layer_mask"> <argument index="0" name="mask" type="int"> </argument> <description> + Set the mask to filter objects. Only objects with at least the same mask element set will be detected. </description> </method> <method name="set_type_mask"> <argument index="0" name="mask" type="int"> </argument> <description> + Set the types of objects to detect. For [code]mask[/code] use a logic sum (OR operation) of constants defined in [PhysicsDirectSpaceState], eg. [code]PhysicsDirectSpaceState.TYPE_MASK_STATIC_BODY | PhysicsDirectSpaceState.TYPE_MASK_KINEMATIC_BODY[/code] to detect only those two types. </description> </method> </methods> @@ -31979,10 +31999,14 @@ </class> <class name="RayCast2D" inherits="Node2D" category="Core"> <brief_description> - Query the closest object intersecting a ray + Query the closest object intersecting a ray. </brief_description> <description> A RayCast2D represents a line from its origin to its destination position [code]cast_to[/code], it is used to query the 2D space in order to find the closest object intersecting with the ray. + + RayCast2D can ignore some objects by adding them to the exception list via [code]add_exception[/code], setting proper filtering with layers, or by filtering object types with type masks. + + Only enabled raycasts will be able to query the space and report collisions! </description> <methods> <method name="add_exception"> @@ -32007,7 +32031,7 @@ <return type="Vector2"> </return> <description> - Return the destination point of this ray object + Return the destination point of this ray object. </description> </method> <method name="get_collider" qualifiers="const"> @@ -32035,13 +32059,14 @@ <return type="Vector2"> </return> <description> - Returns the collision point in which the ray intersects the closest object. + Returns the collision point in which the ray intersects the closest object. This point is in [b]global[/b] coordinate system. </description> </method> <method name="get_exclude_parent_body" qualifiers="const"> <return type="bool"> </return> <description> + Returns whether this ray should hit your parent node, if it's a body. </description> </method> <method name="get_layer_mask" qualifiers="const"> @@ -32055,6 +32080,7 @@ <return type="int"> </return> <description> + Returns the type mask (types of objects to detect) for this ray. The value is a sum (bitwise OR'd) of constants available for [Physics2DDirectSpaceState]. </description> </method> <method name="is_colliding" qualifiers="const"> @@ -32068,7 +32094,7 @@ <return type="bool"> </return> <description> - Returns whether this raycast is enabled or not + Returns whether this raycast is enabled or not. </description> </method> <method name="remove_exception"> @@ -32102,18 +32128,21 @@ <argument index="0" name="mask" type="bool"> </argument> <description> + Toggle whether this ray should hit your parent node, if it's a body. </description> </method> <method name="set_layer_mask"> <argument index="0" name="mask" type="int"> </argument> <description> + Set the mask to filter objects. Only objects with at least the same mask element set will be detected. </description> </method> <method name="set_type_mask"> <argument index="0" name="mask" type="int"> </argument> <description> + Set the types of objects to detect. For [code]mask[/code] use a logic sum (OR operation) of constants defined in [Physics2DDirectSpaceState], eg. [code]Physics2DDirectSpaceState.TYPE_MASK_STATIC_BODY | Physics2DDirectSpaceState.TYPE_MASK_KINEMATIC_BODY[/code] to detect only those two types. </description> </method> </methods> |