diff options
-rw-r--r-- | doc/classes/RayCast2D.xml | 6 | ||||
-rw-r--r-- | doc/classes/RayCast3D.xml | 6 | ||||
-rw-r--r-- | editor/node_3d_editor_gizmos.cpp | 2 | ||||
-rw-r--r-- | scene/2d/ray_cast_2d.cpp | 24 | ||||
-rw-r--r-- | scene/2d/ray_cast_2d.h | 6 | ||||
-rw-r--r-- | scene/3d/ray_cast_3d.cpp | 20 | ||||
-rw-r--r-- | scene/3d/ray_cast_3d.h | 6 |
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; |