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| author | Karol Walasek | 2016-10-01 16:20:00 +0200 |
|---|---|---|
| committer | Rémi Verschelde | 2016-10-09 17:25:07 +0200 |
| commit | b2a58da3214c8cc0a8bd13b4a47ffa3bdb031b4d (patch) | |
| tree | 4499fec2a75931e78b93add03c26640b58efa32f /doc/base/classes.xml | |
| parent | de13e52b9b077073dfa79d59ece6b2c5cec2c8c1 (diff) | |
| download | godot-b2a58da3214c8cc0a8bd13b4a47ffa3bdb031b4d.tar.gz godot-b2a58da3214c8cc0a8bd13b4a47ffa3bdb031b4d.tar.zst godot-b2a58da3214c8cc0a8bd13b4a47ffa3bdb031b4d.zip | |
Filled blanks and normalized documentation on RayCast[2D]
(cherry picked from commit db0a46d7f7af220cede52198f05082f74ca9c546)
Diffstat (limited to 'doc/base/classes.xml')
| -rw-r--r-- | doc/base/classes.xml | 35 |
1 files changed, 31 insertions, 4 deletions
diff --git a/doc/base/classes.xml b/doc/base/classes.xml index bba35c55e..94ed98ef9 100644 --- a/doc/base/classes.xml +++ b/doc/base/classes.xml @@ -30815,14 +30815,21 @@ </class> <class name="RayCast" inherits="Spatial" category="Core"> <brief_description> + 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 3D space in order to find the closest object intersecting with the ray. + + RayCast can ignore some objects by adding them to the exception list via [code]add_exception[/code], setting proper filtering with layers, or by filtering object types with type masks. + + Only enabled raycasts will be able to query the space and report collisions! </description> <methods> <method name="add_exception"> <argument index="0" name="node" type="Object"> </argument> <description> + Adds a collision exception so the ray does not report collisions with the specified [code]node[/code]. </description> </method> <method name="add_exception_rid"> @@ -30833,30 +30840,35 @@ </method> <method name="clear_exceptions"> <description> + Removes all collision exception for this ray. </description> </method> <method name="get_cast_to" qualifiers="const"> <return type="Vector3"> </return> <description> + Return the destination point of this ray object. </description> </method> <method name="get_collider" qualifiers="const"> <return type="Object"> </return> <description> + Return the closest object the ray is pointing to. Note that this does not consider the length of the vector, so you must also use [method is_colliding] to check if the object returned is actually colliding with the ray. </description> </method> <method name="get_collider_shape" qualifiers="const"> <return type="int"> </return> <description> + Returns the collision shape of the closest object the ray is pointing to. </description> </method> <method name="get_collision_normal" qualifiers="const"> <return type="Vector3"> </return> <description> + Returns the normal of the intersecting object shape face containing the collision point. </description> </method> <method name="get_collision_point" qualifiers="const"> @@ -30870,30 +30882,35 @@ <return type="int"> </return> <description> + Returns the layer mask for this ray. </description> </method> <method name="get_type_mask" qualifiers="const"> <return type="int"> </return> <description> + Returns the type mask (types of objects to detect) for this ray. The value is a sum (bitwise OR'd) of constants available for [PhysicsDirectSpaceState]. </description> </method> <method name="is_colliding" qualifiers="const"> <return type="bool"> </return> <description> + Return whether the closest object the ray is pointing to is colliding with the vector (considering the vector length). </description> </method> <method name="is_enabled" qualifiers="const"> <return type="bool"> </return> <description> + Returns whether this raycast is enabled or not. </description> </method> <method name="remove_exception"> <argument index="0" name="node" type="Object"> </argument> <description> + Removes a collision exception so the ray does report collisions with the specified [code]node[/code]. </description> </method> <method name="remove_exception_rid"> @@ -30913,18 +30930,21 @@ <argument index="0" name="enabled" type="bool"> </argument> <description> + Enables the RayCast2D. Only enabled raycasts will be able to query the space and report collisions. </description> </method> <method name="set_layer_mask"> <argument index="0" name="mask" type="int"> </argument> <description> + Set the mask to filter objects. Only objects with at least the same mask element set will be detected. </description> </method> <method name="set_type_mask"> <argument index="0" name="mask" type="int"> </argument> <description> + Set the types of objects to detect. For [code]mask[/code] use a logic sum (OR operation) of constants defined in [PhysicsDirectSpaceState], eg. [code]PhysicsDirectSpaceState.TYPE_MASK_STATIC_BODY | PhysicsDirectSpaceState.TYPE_MASK_KINEMATIC_BODY[/code] to detect only those two types. </description> </method> </methods> @@ -30933,10 +30953,14 @@ </class> <class name="RayCast2D" inherits="Node2D" category="Core"> <brief_description> - Query the closest object intersecting a ray + Query the closest object intersecting a ray. </brief_description> <description> A RayCast2D 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 intersecting with the ray. + + RayCast2D can ignore some objects by adding them to the exception list via [code]add_exception[/code], setting proper filtering with layers, or by filtering object types with type masks. + + Only enabled raycasts will be able to query the space and report collisions! </description> <methods> <method name="add_exception"> @@ -30961,7 +30985,7 @@ <return type="Vector2"> </return> <description> - Return the destination point of this ray object + Return the destination point of this ray object. </description> </method> <method name="get_collider" qualifiers="const"> @@ -30989,7 +31013,7 @@ <return type="Vector2"> </return> <description> - Returns the collision point in which the ray intersects the closest object. + Returns the collision point in which the ray intersects the closest object. This point is in [b]global[/b] coordinate system. </description> </method> <method name="get_layer_mask" qualifiers="const"> @@ -31003,6 +31027,7 @@ <return type="int"> </return> <description> + Returns the type mask (types of objects to detect) for this ray. The value is a sum (bitwise OR'd) of constants available for [Physics2DDirectSpaceState]. </description> </method> <method name="is_colliding" qualifiers="const"> @@ -31016,7 +31041,7 @@ <return type="bool"> </return> <description> - Returns whether this raycast is enabled or not + Returns whether this raycast is enabled or not. </description> </method> <method name="remove_exception"> @@ -31050,12 +31075,14 @@ <argument index="0" name="mask" type="int"> </argument> <description> + Set the mask to filter objects. Only objects with at least the same mask element set will be detected. </description> </method> <method name="set_type_mask"> <argument index="0" name="mask" type="int"> </argument> <description> + Set the types of objects to detect. For [code]mask[/code] use a logic sum (OR operation) of constants defined in [Physics2DDirectSpaceState], eg. [code]Physics2DDirectSpaceState.TYPE_MASK_STATIC_BODY | Physics2DDirectSpaceState.TYPE_MASK_KINEMATIC_BODY[/code] to detect only those two types. </description> </method> </methods> |
