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-rw-r--r--doc/classes/RayCast2D.xml86
1 files changed, 33 insertions, 53 deletions
diff --git a/doc/classes/RayCast2D.xml b/doc/classes/RayCast2D.xml
index 51f3f0334d..1d32db8078 100644
--- a/doc/classes/RayCast2D.xml
+++ b/doc/classes/RayCast2D.xml
@@ -4,128 +4,105 @@
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">
- <return type="void">
- </return>
- <argument index="0" name="node" type="Object">
- </argument>
+ <return type="void" />
+ <argument index="0" name="node" type="Object" />
<description>
Adds a collision exception so the ray does not report collisions with the specified 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] [code]enabled == true[/code] is not required for this to work.
+ [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.
</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.
</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="Object" />
<description>
Removes a collision exception so the ray does report collisions with the specified 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>
<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>
@@ -133,14 +110,17 @@
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="false">
+ <member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
If [code]true[/code], collisions will be reported.
</member>
<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>