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-rw-r--r--doc/classes/RayCast3D.xml79
1 files changed, 32 insertions, 47 deletions
diff --git a/doc/classes/RayCast3D.xml b/doc/classes/RayCast3D.xml
index d24e86a08b..8628ab7dac 100644
--- a/doc/classes/RayCast3D.xml
+++ b/doc/classes/RayCast3D.xml
@@ -16,33 +16,27 @@
</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.
@@ -50,79 +44,63 @@
</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 [code]true[/code] if the bit index passed is turned on.
- [b]Note:[/b] Bit indices range from 0-19.
+ 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="Vector3">
- </return>
+ <return type="Vector3" />
<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="Vector3">
- </return>
+ <return type="Vector3" />
<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 the bit index passed to the [code]value[/code] passed.
- [b]Note:[/b] Bit indexes range from 0-19.
+ 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>
@@ -136,13 +114,20 @@
<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.
</member>
+ <member name="debug_shape_custom_color" type="Color" setter="set_debug_shape_custom_color" getter="get_debug_shape_custom_color" default="Color(0, 0, 0, 1)">
+ The custom color to use to draw the shape in the editor and at run-time if [b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This color will be highlighted at run-time if the [RayCast3D] is colliding with something.
+ If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in [member ProjectSettings.debug/shapes/collision/shape_color] is used.
+ </member>
+ <member name="debug_shape_thickness" type="float" setter="set_debug_shape_thickness" getter="get_debug_shape_thickness" default="2.0">
+ If set to [code]1[/code], a line is used as the debug shape. Otherwise, a truncated pyramid is drawn to represent the [RayCast3D]. Requires [b]Visible Collision Shapes[/b] to be enabled in the [b]Debug[/b] menu for the debug shape to be visible at run-time.
+ </member>
<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], collisions will be ignored for this RayCast3D's immediate parent.
</member>
- <member name="target_position" type="Vector3" setter="set_target_position" getter="get_target_position" 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>
</members>