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-rw-r--r--doc/classes/RayCast2D.xml14
1 files changed, 7 insertions, 7 deletions
diff --git a/doc/classes/RayCast2D.xml b/doc/classes/RayCast2D.xml
index 6a11630c0e..e30d7df63f 100644
--- a/doc/classes/RayCast2D.xml
+++ b/doc/classes/RayCast2D.xml
@@ -4,14 +4,14 @@
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.
</description>
<tutorials>
- <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
+ <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
</tutorials>
<methods>
<method name="add_exception">
@@ -123,9 +123,6 @@
</method>
</methods>
<members>
- <member name="cast_to" type="Vector2" setter="set_cast_to" getter="get_cast_to" 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">
If [code]true[/code], collision with [Area2D]s will be reported.
</member>
@@ -133,7 +130,7 @@
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.
+ 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.
</member>
<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
If [code]true[/code], collisions will be reported.
@@ -141,6 +138,9 @@
<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 )">
+ The ray's destination point, relative to the RayCast's [code]position[/code].
+ </member>
</members>
<constants>
</constants>