summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--doc/classes/RayCast2D.xml6
-rw-r--r--doc/classes/RayCast3D.xml6
-rw-r--r--editor/node_3d_editor_gizmos.cpp2
-rw-r--r--scene/2d/ray_cast_2d.cpp24
-rw-r--r--scene/2d/ray_cast_2d.h6
-rw-r--r--scene/3d/ray_cast_3d.cpp20
-rw-r--r--scene/3d/ray_cast_3d.h6
7 files changed, 35 insertions, 35 deletions
diff --git a/doc/classes/RayCast2D.xml b/doc/classes/RayCast2D.xml
index db4b9a0383..5fc5b09833 100644
--- a/doc/classes/RayCast2D.xml
+++ b/doc/classes/RayCast2D.xml
@@ -4,8 +4,8 @@
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 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.
+ A RayCast represents a line from its origin to its destination position, [member target_position]. 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 [method add_exception], by setting proper filtering with collision layers, or by filtering object types with type masks.
RayCast2D can be configured to report collisions with [Area2D]s ([member collide_with_areas]) and/or [PhysicsBody2D]s ([member collide_with_bodies]).
Only enabled raycasts will be able to query the space and report collisions.
RayCast2D calculates intersection every physics frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame) use [method force_raycast_update] after adjusting the raycast.
@@ -123,7 +123,7 @@
</method>
</methods>
<members>
- <member name="cast_to" type="Vector2" setter="set_cast_to" getter="get_cast_to" default="Vector2( 0, 50 )">
+ <member name="target_position" type="Vector2" setter="set_target_position" getter="get_target_position" default="Vector2( 0, 50 )">
The ray's destination point, relative to the RayCast's [code]position[/code].
</member>
<member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false">
diff --git a/doc/classes/RayCast3D.xml b/doc/classes/RayCast3D.xml
index 1e61664a7d..d8bff65bff 100644
--- a/doc/classes/RayCast3D.xml
+++ b/doc/classes/RayCast3D.xml
@@ -4,8 +4,8 @@
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 along the path of the ray.
- RayCast3D can ignore some objects by adding them to the exception list via [code]add_exception[/code] or by setting proper filtering with collision layers and masks.
+ A RayCast represents a line from its origin to its destination position, [member target_position]. It is used to query the 3D space in order to find the closest object along the path of the ray.
+ RayCast3D can ignore some objects by adding them to the exception list via [method add_exception] or by setting proper filtering with collision layers and masks.
RayCast3D can be configured to report collisions with [Area3D]s ([member collide_with_areas]) and/or [PhysicsBody3D]s ([member collide_with_bodies]).
Only enabled raycasts will be able to query the space and report collisions.
RayCast3D calculates intersection every physics frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame), use [method force_raycast_update] after adjusting the raycast.
@@ -126,7 +126,7 @@
</method>
</methods>
<members>
- <member name="cast_to" type="Vector3" setter="set_cast_to" getter="get_cast_to" default="Vector3( 0, -1, 0 )">
+ <member name="target_position" type="Vector3" setter="set_target_position" getter="get_target_position" default="Vector3( 0, -1, 0 )">
The ray's destination point, relative to the RayCast's [code]position[/code].
</member>
<member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false">
diff --git a/editor/node_3d_editor_gizmos.cpp b/editor/node_3d_editor_gizmos.cpp
index 2ddcf3d877..6e5fb6389d 100644
--- a/editor/node_3d_editor_gizmos.cpp
+++ b/editor/node_3d_editor_gizmos.cpp
@@ -1912,7 +1912,7 @@ void RayCast3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
Vector<Vector3> lines;
lines.push_back(Vector3());
- lines.push_back(raycast->get_cast_to());
+ lines.push_back(raycast->get_target_position());
const Ref<StandardMaterial3D> material =
get_material(raycast->is_enabled() ? "shape_material" : "shape_material_disabled", p_gizmo);
diff --git a/scene/2d/ray_cast_2d.cpp b/scene/2d/ray_cast_2d.cpp
index 9fd24b5294..a00db36077 100644
--- a/scene/2d/ray_cast_2d.cpp
+++ b/scene/2d/ray_cast_2d.cpp
@@ -35,15 +35,15 @@
#include "physics_body_2d.h"
#include "servers/physics_server_2d.h"
-void RayCast2D::set_cast_to(const Vector2 &p_point) {
- cast_to = p_point;
+void RayCast2D::set_target_position(const Vector2 &p_point) {
+ target_position = p_point;
if (is_inside_tree() && (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_collisions_hint())) {
update();
}
}
-Vector2 RayCast2D::get_cast_to() const {
- return cast_to;
+Vector2 RayCast2D::get_target_position() const {
+ return target_position;
}
void RayCast2D::set_collision_mask(uint32_t p_mask) {
@@ -160,8 +160,8 @@ void RayCast2D::_notification(int p_what) {
break;
}
Transform2D xf;
- xf.rotate(cast_to.angle());
- xf.translate(Vector2(cast_to.length(), 0));
+ xf.rotate(target_position.angle());
+ xf.translate(Vector2(target_position.length(), 0));
// Draw an arrow indicating where the RayCast is pointing to
Color draw_col = get_tree()->get_debug_collisions_color();
@@ -171,7 +171,7 @@ void RayCast2D::_notification(int p_what) {
draw_col.g = g;
draw_col.b = g;
}
- draw_line(Vector2(), cast_to, draw_col, 2);
+ draw_line(Vector2(), target_position, draw_col, 2);
Vector<Vector2> pts;
float tsize = 8;
pts.push_back(xf.xform(Vector2(tsize, 0)));
@@ -206,7 +206,7 @@ void RayCast2D::_update_raycast_state() {
Transform2D gt = get_global_transform();
- Vector2 to = cast_to;
+ Vector2 to = target_position;
if (to == Vector2()) {
to = Vector2(0, 0.01);
}
@@ -280,8 +280,8 @@ void RayCast2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &RayCast2D::set_enabled);
ClassDB::bind_method(D_METHOD("is_enabled"), &RayCast2D::is_enabled);
- ClassDB::bind_method(D_METHOD("set_cast_to", "local_point"), &RayCast2D::set_cast_to);
- ClassDB::bind_method(D_METHOD("get_cast_to"), &RayCast2D::get_cast_to);
+ ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &RayCast2D::set_target_position);
+ ClassDB::bind_method(D_METHOD("get_target_position"), &RayCast2D::get_target_position);
ClassDB::bind_method(D_METHOD("is_colliding"), &RayCast2D::is_colliding);
ClassDB::bind_method(D_METHOD("force_raycast_update"), &RayCast2D::force_raycast_update);
@@ -316,7 +316,7 @@ void RayCast2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "cast_to"), "set_cast_to", "get_cast_to");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "target_position"), "set_target_position", "get_target_position");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask");
ADD_GROUP("Collide With", "collide_with");
@@ -329,7 +329,7 @@ RayCast2D::RayCast2D() {
collided = false;
against_shape = 0;
collision_mask = 1;
- cast_to = Vector2(0, 50);
+ target_position = Vector2(0, 50);
exclude_parent_body = true;
collide_with_bodies = true;
collide_with_areas = false;
diff --git a/scene/2d/ray_cast_2d.h b/scene/2d/ray_cast_2d.h
index 6accc264a0..14932f782b 100644
--- a/scene/2d/ray_cast_2d.h
+++ b/scene/2d/ray_cast_2d.h
@@ -46,7 +46,7 @@ class RayCast2D : public Node2D {
uint32_t collision_mask;
bool exclude_parent_body;
- Vector2 cast_to;
+ Vector2 target_position;
bool collide_with_areas;
bool collide_with_bodies;
@@ -66,8 +66,8 @@ public:
void set_enabled(bool p_enabled);
bool is_enabled() const;
- void set_cast_to(const Vector2 &p_point);
- Vector2 get_cast_to() const;
+ void set_target_position(const Vector2 &p_point);
+ Vector2 get_target_position() const;
void set_collision_mask(uint32_t p_mask);
uint32_t get_collision_mask() const;
diff --git a/scene/3d/ray_cast_3d.cpp b/scene/3d/ray_cast_3d.cpp
index 2a922e3cda..69f09ef569 100644
--- a/scene/3d/ray_cast_3d.cpp
+++ b/scene/3d/ray_cast_3d.cpp
@@ -35,8 +35,8 @@
#include "mesh_instance_3d.h"
#include "servers/physics_server_3d.h"
-void RayCast3D::set_cast_to(const Vector3 &p_point) {
- cast_to = p_point;
+void RayCast3D::set_target_position(const Vector3 &p_point) {
+ target_position = p_point;
if (is_inside_tree() && (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_collisions_hint())) {
update_gizmo();
}
@@ -45,8 +45,8 @@ void RayCast3D::set_cast_to(const Vector3 &p_point) {
}
}
-Vector3 RayCast3D::get_cast_to() const {
- return cast_to;
+Vector3 RayCast3D::get_target_position() const {
+ return target_position;
}
void RayCast3D::set_collision_mask(uint32_t p_mask) {
@@ -202,7 +202,7 @@ void RayCast3D::_update_raycast_state() {
Transform gt = get_global_transform();
- Vector3 to = cast_to;
+ Vector3 to = target_position;
if (to == Vector3()) {
to = Vector3(0, 0.01, 0);
}
@@ -276,8 +276,8 @@ void RayCast3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &RayCast3D::set_enabled);
ClassDB::bind_method(D_METHOD("is_enabled"), &RayCast3D::is_enabled);
- ClassDB::bind_method(D_METHOD("set_cast_to", "local_point"), &RayCast3D::set_cast_to);
- ClassDB::bind_method(D_METHOD("get_cast_to"), &RayCast3D::get_cast_to);
+ ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &RayCast3D::set_target_position);
+ ClassDB::bind_method(D_METHOD("get_target_position"), &RayCast3D::get_target_position);
ClassDB::bind_method(D_METHOD("is_colliding"), &RayCast3D::is_colliding);
ClassDB::bind_method(D_METHOD("force_raycast_update"), &RayCast3D::force_raycast_update);
@@ -312,7 +312,7 @@ void RayCast3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "cast_to"), "set_cast_to", "get_cast_to");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "target_position"), "set_target_position", "get_target_position");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
ADD_GROUP("Collide With", "collide_with");
@@ -360,7 +360,7 @@ void RayCast3D::_update_debug_shape() {
Vector<Vector3> verts;
verts.push_back(Vector3());
- verts.push_back(cast_to);
+ verts.push_back(target_position);
a[Mesh::ARRAY_VERTEX] = verts;
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a);
@@ -387,7 +387,7 @@ RayCast3D::RayCast3D() {
collided = false;
against_shape = 0;
collision_mask = 1;
- cast_to = Vector3(0, -1, 0);
+ target_position = Vector3(0, -1, 0);
debug_shape = nullptr;
exclude_parent_body = true;
collide_with_areas = false;
diff --git a/scene/3d/ray_cast_3d.h b/scene/3d/ray_cast_3d.h
index 8f617e5491..f4fe7ba621 100644
--- a/scene/3d/ray_cast_3d.h
+++ b/scene/3d/ray_cast_3d.h
@@ -43,7 +43,7 @@ class RayCast3D : public Node3D {
Vector3 collision_point;
Vector3 collision_normal;
- Vector3 cast_to;
+ Vector3 target_position;
Set<RID> exclude;
uint32_t collision_mask;
@@ -74,8 +74,8 @@ public:
void set_enabled(bool p_enabled);
bool is_enabled() const;
- void set_cast_to(const Vector3 &p_point);
- Vector3 get_cast_to() const;
+ void set_target_position(const Vector3 &p_point);
+ Vector3 get_target_position() const;
void set_collision_mask(uint32_t p_mask);
uint32_t get_collision_mask() const;