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authorKarol Walasek <coreconviction@gmail.com>2016-10-01 16:20:00 +0200
committerKarol Walasek <coreconviction@gmail.com>2016-10-01 16:21:33 +0200
commitdb0a46d7f7af220cede52198f05082f74ca9c546 (patch)
treea97849d76472b0f21e90dd980e3b1515194ebcdf /doc/base
parent3ecd8560fd90a615d80a447b04e713bb2c600fe4 (diff)
Filled blanks and normalized documentation on RayCast[2D]
Diffstat (limited to 'doc/base')
-rw-r--r--doc/base/classes.xml37
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>