diff options
-rw-r--r-- | doc/base/classes.xml | 49 |
1 files changed, 35 insertions, 14 deletions
diff --git a/doc/base/classes.xml b/doc/base/classes.xml index 9f14f6cecf..d9153b1855 100644 --- a/doc/base/classes.xml +++ b/doc/base/classes.xml @@ -40825,11 +40825,11 @@ 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> @@ -40840,7 +40840,7 @@ <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"> @@ -40849,20 +40849,22 @@ <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"> @@ -40876,14 +40878,24 @@ <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"> @@ -40897,14 +40909,14 @@ <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"> @@ -40925,7 +40937,7 @@ <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"> @@ -40934,7 +40946,7 @@ <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"> @@ -40943,6 +40955,7 @@ <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"> @@ -40951,7 +40964,7 @@ <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"> @@ -40984,12 +40997,20 @@ </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> @@ -49569,7 +49590,7 @@ - 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 |