Merge pull request #11082 from cbscribe/kcc_raycast2d_doc

Update RayCast2D class ref

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Rémi Verschelde 2017-09-12 08:20:31 +02:00 committed by GitHub
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1 changed files with 32 additions and 14 deletions

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@ -41043,12 +41043,9 @@
Query the closest object intersecting a ray. Query the closest object intersecting a ray.
</brief_description> </brief_description>
<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. 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.
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.
Only enabled raycasts will be able to query the space and report collisions!
RayCast2D calculates intersection every fixed frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between fixed frames (or during the same frame) use [method force_raycast_update] after adjusting the raycast. RayCast2D calculates intersection every fixed frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between fixed frames (or during the same frame) use [method force_raycast_update] after adjusting the raycast.
</description> </description>
<methods> <methods>
@ -41058,7 +41055,7 @@
<argument index="0" name="node" type="Object"> <argument index="0" name="node" type="Object">
</argument> </argument>
<description> <description>
Adds a collision exception so the ray does not report collisions with the specified [code]node[/code]. Adds a collision exception so the ray does not report collisions with the specified node.
</description> </description>
</method> </method>
<method name="add_exception_rid"> <method name="add_exception_rid">
@ -41067,20 +41064,21 @@
<argument index="0" name="rid" type="RID"> <argument index="0" name="rid" type="RID">
</argument> </argument>
<description> <description>
Adds a collision exception so the ray does not report collisions with the specified [RID].
</description> </description>
</method> </method>
<method name="clear_exceptions"> <method name="clear_exceptions">
<return type="void"> <return type="void">
</return> </return>
<description> <description>
Removes all collision exception for this ray. Removes all collision exceptions for this ray.
</description> </description>
</method> </method>
<method name="force_raycast_update"> <method name="force_raycast_update">
<return type="void"> <return type="void">
</return> </return>
<description> <description>
Updates the collision information in case if this object's properties changed during the current frame (for example position, rotation or the cast_point). Note, [code]set_enabled[/code] is not required for this to work. Updates the collision information for the ray. Use this method to update the collision information immediately instead of waiting for the next [code]_fixed_process[/code] call, for example if the ray or its parent has changed state. Note: [code]enabled == true[/code] is not required for this to work.
</description> </description>
</method> </method>
<method name="get_cast_to" qualifiers="const"> <method name="get_cast_to" qualifiers="const">
@ -41094,14 +41092,24 @@
<return type="Object"> <return type="Object">
</return> </return>
<description> <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. Returns the closest object the ray is pointing to. Note that this does not consider the length of the ray, so you must also use [method is_colliding] to check if the object returned is actually colliding with the ray.
Example:
[codeblock]
if RayCast2D.is_colliding():
var collider = RayCast2D.get_collider()
[/codeblock]
</description> </description>
</method> </method>
<method name="get_collider_shape" qualifiers="const"> <method name="get_collider_shape" qualifiers="const">
<return type="int"> <return type="int">
</return> </return>
<description> <description>
Returns the collision shape of the closest object the ray is pointing to. Returns the collision shape of the closest object the ray is pointing to. Note that this does not consider the length of the ray, so you must also use [method is_colliding] to check if the object returned is actually colliding with the ray.
Example:
[codeblock]
if RayCast2D.is_colliding():
var shape = RayCast2D.get_collider_shape()
[/codeblock]
</description> </description>
</method> </method>
<method name="get_collision_layer" qualifiers="const"> <method name="get_collision_layer" qualifiers="const">
@ -41115,14 +41123,14 @@
<return type="Vector2"> <return type="Vector2">
</return> </return>
<description> <description>
Returns the normal of the intersecting object shape face containing the collision point. Returns the normal of the intersecting object's shape at the collision point.
</description> </description>
</method> </method>
<method name="get_collision_point" qualifiers="const"> <method name="get_collision_point" qualifiers="const">
<return type="Vector2"> <return type="Vector2">
</return> </return>
<description> <description>
Returns the collision point in which the ray intersects the closest object. This point is in [b]global[/b] coordinate system. Returns the collision point at which the ray intersects the closest object. Note: this point is in the [b]global[/b] coordinate system.
</description> </description>
</method> </method>
<method name="get_exclude_parent_body" qualifiers="const"> <method name="get_exclude_parent_body" qualifiers="const">
@ -41159,7 +41167,7 @@
<argument index="0" name="node" type="Object"> <argument index="0" name="node" type="Object">
</argument> </argument>
<description> <description>
Removes a collision exception so the ray does report collisions with the specified [code]node[/code]. Removes a collision exception so the ray does report collisions with the specified node.
</description> </description>
</method> </method>
<method name="remove_exception_rid"> <method name="remove_exception_rid">
@ -41168,6 +41176,7 @@
<argument index="0" name="rid" type="RID"> <argument index="0" name="rid" type="RID">
</argument> </argument>
<description> <description>
Removes a collision exception so the ray does report collisions with the specified [RID].
</description> </description>
</method> </method>
<method name="set_cast_to"> <method name="set_cast_to">
@ -41218,14 +41227,23 @@
</methods> </methods>
<members> <members>
<member name="cast_to" type="Vector2" setter="set_cast_to" getter="get_cast_to" brief=""> <member name="cast_to" type="Vector2" setter="set_cast_to" getter="get_cast_to" brief="">
The ray's destination point, relative to the RayCast's [code]position[/code].
</member> </member>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" brief=""> <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" brief="">
The RayCast2D's collison layer(s). Only bodies in the same collision layer(s) will be detected.
</member> </member>
<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" brief=""> <member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" brief="">
If [code]true[/code], collisions will be reported. Default value: [code]false[/code].
</member> </member>
<member name="exclude_parent" type="bool" setter="set_exclude_parent_body" getter="get_exclude_parent_body" brief=""> <member name="exclude_parent" type="bool" setter="set_exclude_parent_body" getter="get_exclude_parent_body" brief="">
If [code]true[/code], the parent node will be excluded from collision detection. Default value: [code]true[/code].
</member> </member>
<member name="type_mask" type="int" setter="set_type_mask" getter="get_type_mask" brief=""> <member name="type_mask" type="int" setter="set_type_mask" getter="get_type_mask" brief="">
Object types to detect using a logical sum (OR operation) of type constants defined in [Physics2DDirectSpaceState].
Example:
[codeblock]
RayCast.type_mask = Physics2DDirectSpaceState.TYPE_MASK_STATIC_BODY | Physics2DDirectSpaceState.TYPE_MASK_KINEMATIC_BODY
[/codeblock]
</member> </member>
</members> </members>
<constants> <constants>