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authorChris Bradfield <chris@kidscancode.org>2017-09-08 17:35:15 -0700
committerChris Bradfield <chris@kidscancode.org>2017-09-11 18:06:36 -0700
commite42176d549274de887b9f727a60f6f5f405e9fb2 (patch)
tree319c5e13771c154d460f59c2d8cf2f8d29521842
parent895140389a7306eafc9a36f51d892ece0001f223 (diff)
Update RayCast class ref
-rw-r--r--doc/base/classes.xml49
1 files changed, 35 insertions, 14 deletions
diff --git a/doc/base/classes.xml b/doc/base/classes.xml
index 8d16585726..cd96b2da32 100644
--- a/doc/base/classes.xml
+++ b/doc/base/classes.xml
@@ -40611,11 +40611,11 @@
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.
+ 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 along the path of 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.
+ RayCast can ignore some objects by adding them to the exception list via [code]add_exception[/code], by setting proper filtering with collision layers, or by filtering object types with type masks.
- Only enabled raycasts will be able to query the space and report collisions!
+ Only enabled raycasts will be able to query the space and report collisions.
RayCast calculates intersection every fixed frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between fixed frames (or during the same frame) use [method force_raycast_update] after adjusting the raycast.
</description>
@@ -40626,7 +40626,7 @@
<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].
+ Adds a collision exception so the ray does not report collisions with the specified node.
</description>
</method>
<method name="add_exception_rid">
@@ -40635,20 +40635,22 @@
<argument index="0" name="rid" type="RID">
</argument>
<description>
+ Adds a collision exception so the ray does not report collisions with the specified [RID].
</description>
</method>
<method name="clear_exceptions">
<return type="void">
</return>
<description>
- Removes all collision exception for this ray.
+ Removes all collision exceptions for this ray.
</description>
</method>
<method name="force_raycast_update">
<return type="void">
</return>
<description>
- Updates the collision information in case if this object's properties changed during the current frame (for example position, rotation or the cast_point). Note, [code]set_enabled[/code] is not required for this to work.
+ Updates the collision information for the ray.
+ Use this method to update the collision information immediately instead of waiting for the next [code]_fixed_process[/code] call, for example if the ray or its parent has changed state. Note: [code]enabled == true[/code] is not required for this to work.
</description>
</method>
<method name="get_cast_to" qualifiers="const">
@@ -40662,14 +40664,24 @@
<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.
+ Return the closest object the ray is pointing to. Note that this does not consider the length of the ray, so you must also use [method is_colliding] to check if the object returned is actually colliding with the ray.
+ Example:
+ [codeblock]
+ if RayCast.is_colliding():
+ var collider = RayCast.get_collider()
+ [/codeblock]
</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.
+ Returns the collision shape of the closest object the ray is pointing to. Note that this does not consider the length of the ray, so you must also use [method is_colliding] to check if the object returned is actually colliding with the ray.
+ Example:
+ [codeblock]
+ if RayCast.is_colliding():
+ var shape = RayCast.get_collider_shape()
+ [/codeblock]
</description>
</method>
<method name="get_collision_layer" qualifiers="const">
@@ -40683,14 +40695,14 @@
<return type="Vector3">
</return>
<description>
- Returns the normal of the intersecting object shape face containing the collision point.
+ Returns the normal of the intersecting object's shape at the collision point.
</description>
</method>
<method name="get_collision_point" qualifiers="const">
<return type="Vector3">
</return>
<description>
- Returns collision point. This point is in [b]global[/b] coordinate system.
+ Returns the collision point at which the ray intersects the closest object. Note: this point is in the [b]global[/b] coordinate system.
</description>
</method>
<method name="get_type_mask" qualifiers="const">
@@ -40711,7 +40723,7 @@
<return type="bool">
</return>
<description>
- Returns whether this raycast is enabled or not.
+ Returns whether the ray is enabled or not.
</description>
</method>
<method name="remove_exception">
@@ -40720,7 +40732,7 @@
<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].
+ Removes a collision exception so the ray does report collisions with the specified node.
</description>
</method>
<method name="remove_exception_rid">
@@ -40729,6 +40741,7 @@
<argument index="0" name="rid" type="RID">
</argument>
<description>
+ Removes a collision exception so the ray does report collisions with the specified [RID].
</description>
</method>
<method name="set_cast_to">
@@ -40737,7 +40750,7 @@
<argument index="0" name="local_point" type="Vector3">
</argument>
<description>
- Sets to which point ray should be casted. This point is in [b]local[/b] coordinate system.
+ Sets the ray destination point, so that the ray will test from the ray's origin to [code]local_point[/code].
</description>
</method>
<method name="set_collision_layer">
@@ -40770,12 +40783,20 @@
</methods>
<members>
<member name="cast_to" type="Vector3" setter="set_cast_to" getter="get_cast_to" brief="">
+ The ray's destination point, relative to the RayCast's [code]position[/code].
</member>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" brief="">
+ The RayCast's collison layer(s). Only bodies in the same collision layer(s) will be detected.
</member>
<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" brief="">
+ If [code]true[/code], collisions will be reported. Default value: [code]false[/code].
</member>
<member name="type_mask" type="int" setter="set_type_mask" getter="get_type_mask" brief="">
+ Object types to detect using a logical sum (OR operation) of type constants defined in [Physics2DDirectSpaceState].
+ Example:
+ [codeblock]
+ RayCast.type_mask = Physics2DDirectSpaceState.TYPE_MASK_STATIC_BODY | Physics2DDirectSpaceState.TYPE_MASK_KINEMATIC_BODY
+ [/codeblock]
</member>
</members>
<constants>
@@ -49281,7 +49302,7 @@
- Rounded corners (individual radius for each corner)
- Shadow
About corner radius:
- Setting corner radius to high values is allowed. As soon as corners would overlap the stylebox will switch to a relative system. Example:
+ Setting corner radius to high values is allowed. As soon as corners would overlap the stylebox will switch to a relative system. Example:
[codeblock]
height = 30
corner_radius_top_left = 50