From a706c22db7a00e28bdcaef57ae973728bdcc2a86 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Thu, 10 Sep 2020 19:06:21 +0200 Subject: Rename RayCast's `cast_to` property to `target_position` `cast_to` is sometimes mistaken as a method rather than a property. `target_position` makes it more obvious that it's a property. --- doc/classes/RayCast2D.xml | 6 +++--- doc/classes/RayCast3D.xml | 6 +++--- 2 files changed, 6 insertions(+), 6 deletions(-) (limited to 'doc/classes') 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. - 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 @@ - + The ray's destination point, relative to the RayCast's [code]position[/code]. 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. - 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 @@ - + The ray's destination point, relative to the RayCast's [code]position[/code]. -- cgit v1.2.3