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-rw-r--r--doc/classes/RayCast2D.xml89
1 files changed, 35 insertions, 54 deletions
diff --git a/doc/classes/RayCast2D.xml b/doc/classes/RayCast2D.xml
index e30d7df63f..2a7d3502df 100644
--- a/doc/classes/RayCast2D.xml
+++ b/doc/classes/RayCast2D.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="RayCast2D" inherits="Node2D" version="4.0">
+<class name="RayCast2D" inherits="Node2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Query the closest object intersecting a ray.
</brief_description>
@@ -11,114 +11,94 @@
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.
</description>
<tutorials>
- <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
+ <link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link>
</tutorials>
<methods>
<method name="add_exception">
- <return type="void">
- </return>
- <argument index="0" name="node" type="Object">
- </argument>
+ <return type="void" />
+ <argument index="0" name="node" type="CollisionObject2D" />
<description>
- Adds a collision exception so the ray does not report collisions with the specified node.
+ Adds a collision exception so the ray does not report collisions with the specified [CollisionObject2D] node.
</description>
</method>
<method name="add_exception_rid">
- <return type="void">
- </return>
- <argument index="0" name="rid" type="RID">
- </argument>
+ <return type="void" />
+ <argument index="0" name="rid" type="RID" />
<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>
+ <return type="void" />
<description>
Removes all collision exceptions for this ray.
</description>
</method>
<method name="force_raycast_update">
- <return type="void">
- </return>
+ <return type="void" />
<description>
Updates the collision information for the ray. Use this method to update the collision information immediately instead of waiting for the next [code]_physics_process[/code] call, for example if the ray or its parent has changed state.
[b]Note:[/b] [member enabled] does not need to be [code]true[/code] for this to work.
</description>
</method>
<method name="get_collider" qualifiers="const">
- <return type="Object">
- </return>
+ <return type="Object" />
<description>
Returns the first object that the ray intersects, or [code]null[/code] if no object is intersecting the ray (i.e. [method is_colliding] returns [code]false[/code]).
</description>
</method>
<method name="get_collider_shape" qualifiers="const">
- <return type="int">
- </return>
+ <return type="int" />
<description>
Returns the shape ID of the first object that the ray intersects, or [code]0[/code] if no object is intersecting the ray (i.e. [method is_colliding] returns [code]false[/code]).
</description>
</method>
- <method name="get_collision_mask_bit" qualifiers="const">
- <return type="bool">
- </return>
- <argument index="0" name="bit" type="int">
- </argument>
+ <method name="get_collision_mask_value" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="layer_number" type="int" />
<description>
- Returns an individual bit on the collision mask.
+ Returns whether or not the specified layer of the [member collision_mask] is enabled, given a [code]layer_number[/code] between 1 and 32.
</description>
</method>
<method name="get_collision_normal" qualifiers="const">
- <return type="Vector2">
- </return>
+ <return type="Vector2" />
<description>
- Returns the normal of the intersecting object's shape at the collision point.
+ Returns the normal of the intersecting object's shape at the collision point, or [code]Vector2(0, 0)[/code] if the ray starts inside the shape and [member hit_from_inside] is [code]true[/code].
</description>
</method>
<method name="get_collision_point" qualifiers="const">
- <return type="Vector2">
- </return>
+ <return type="Vector2" />
<description>
Returns the collision point at which the ray intersects the closest object.
- [b]Note:[/b] this point is in the [b]global[/b] coordinate system.
+ [b]Note:[/b] This point is in the [b]global[/b] coordinate system.
</description>
</method>
<method name="is_colliding" qualifiers="const">
- <return type="bool">
- </return>
+ <return type="bool" />
<description>
Returns whether any object is intersecting with the ray's vector (considering the vector length).
</description>
</method>
<method name="remove_exception">
- <return type="void">
- </return>
- <argument index="0" name="node" type="Object">
- </argument>
+ <return type="void" />
+ <argument index="0" name="node" type="CollisionObject2D" />
<description>
- Removes a collision exception so the ray does report collisions with the specified node.
+ Removes a collision exception so the ray does report collisions with the specified [CollisionObject2D] node.
</description>
</method>
<method name="remove_exception_rid">
- <return type="void">
- </return>
- <argument index="0" name="rid" type="RID">
- </argument>
+ <return type="void" />
+ <argument index="0" name="rid" type="RID" />
<description>
Removes a collision exception so the ray does report collisions with the specified [RID].
</description>
</method>
- <method name="set_collision_mask_bit">
- <return type="void">
- </return>
- <argument index="0" name="bit" type="int">
- </argument>
- <argument index="1" name="value" type="bool">
- </argument>
+ <method name="set_collision_mask_value">
+ <return type="void" />
+ <argument index="0" name="layer_number" type="int" />
+ <argument index="1" name="value" type="bool" />
<description>
- Sets or clears individual bits on the collision mask. This makes selecting the areas scanned easier.
+ Based on [code]value[/code], enables or disables the specified layer in the [member collision_mask], given a [code]layer_number[/code] between 1 and 32.
</description>
</method>
</methods>
@@ -130,7 +110,7 @@
If [code]true[/code], collision with [PhysicsBody2D]s will be reported.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
- The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
If [code]true[/code], collisions will be reported.
@@ -138,10 +118,11 @@
<member name="exclude_parent" type="bool" setter="set_exclude_parent_body" getter="get_exclude_parent_body" default="true">
If [code]true[/code], the parent node will be excluded from collision detection.
</member>
- <member name="target_position" type="Vector2" setter="set_target_position" getter="get_target_position" default="Vector2( 0, 50 )">
+ <member name="hit_from_inside" type="bool" setter="set_hit_from_inside" getter="is_hit_from_inside_enabled" default="false">
+ If [code]true[/code], the ray will detect a hit when starting inside shapes. In this case the collision normal will be [code]Vector2(0, 0)[/code]. Does not affect concave polygon shapes.
+ </member>
+ <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>
</members>
- <constants>
- </constants>
</class>