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authorChris Bradfield <chris@kidscancode.org>2017-09-11 17:57:33 -0700
committerChris Bradfield <chris@kidscancode.org>2017-09-11 17:57:33 -0700
commit693510984fd3e7c8b0260a53fbf6b3bf1ee26c8c (patch)
tree68986e7901681acf511c6ea40e39b1c967ccc216 /doc
parent0b747c29106e0e02f8c9b674cde418a7d270d987 (diff)
Update RayCast2D class ref.
Diffstat (limited to 'doc')
-rw-r--r--doc/base/classes.xml46
1 files changed, 32 insertions, 14 deletions
diff --git a/doc/base/classes.xml b/doc/base/classes.xml
index 96d515de5e..838f4f0ad0 100644
--- a/doc/base/classes.xml
+++ b/doc/base/classes.xml
@@ -40750,12 +40750,9 @@
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!
-
+ A RayCast 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 along the path of the ray.
+ RayCast2D 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.
RayCast2D 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>
<methods>
@@ -40765,7 +40762,7 @@
<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">
@@ -40774,20 +40771,21 @@
<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">
@@ -40801,14 +40799,24 @@
<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.
+ Returns 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 RayCast2D.is_colliding():
+ var collider = RayCast2D.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 RayCast2D.is_colliding():
+ var shape = RayCast2D.get_collider_shape()
+ [/codeblock]
</description>
</method>
<method name="get_collision_layer" qualifiers="const">
@@ -40822,14 +40830,14 @@
<return type="Vector2">
</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="Vector2">
</return>
<description>
- Returns the collision point in which the ray intersects the closest object. 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_exclude_parent_body" qualifiers="const">
@@ -40866,7 +40874,7 @@
<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">
@@ -40875,6 +40883,7 @@
<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">
@@ -40925,14 +40934,23 @@
</methods>
<members>
<member name="cast_to" type="Vector2" 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 RayCast2D'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="exclude_parent" type="bool" setter="set_exclude_parent_body" getter="get_exclude_parent_body" brief="">
+ If [code]true[/code], the parent node will be excluded from collision detection. Default value: [code]true[/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>