Merge pull request #11082 from cbscribe/kcc_raycast2d_doc
Update RayCast2D class ref [ci skip]
This commit is contained in:
commit
40f7b6b47b
|
@ -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>
|
||||||
|
|
Loading…
Reference in New Issue