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.
This commit is contained in:
Hugo Locurcio 2020-09-10 19:06:21 +02:00
parent 6247f60c15
commit a706c22db7
No known key found for this signature in database
GPG Key ID: 39E8F8BE30B0A49C
7 changed files with 35 additions and 35 deletions

View File

@ -4,8 +4,8 @@
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 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 @@
</method>
</methods>
<members>
<member name="cast_to" type="Vector2" setter="set_cast_to" getter="get_cast_to" default="Vector2( 0, 50 )">
<member name="target_position" type="Vector2" setter="set_target_position" getter="get_target_position" default="Vector2( 0, 50 )">
The ray's destination point, relative to the RayCast's [code]position[/code].
</member>
<member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false">

View File

@ -4,8 +4,8 @@
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 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 @@
</method>
</methods>
<members>
<member name="cast_to" type="Vector3" setter="set_cast_to" getter="get_cast_to" 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>
<member name="collide_with_areas" type="bool" setter="set_collide_with_areas" getter="is_collide_with_areas_enabled" default="false">

View File

@ -1912,7 +1912,7 @@ void RayCast3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
Vector<Vector3> lines;
lines.push_back(Vector3());
lines.push_back(raycast->get_cast_to());
lines.push_back(raycast->get_target_position());
const Ref<StandardMaterial3D> material =
get_material(raycast->is_enabled() ? "shape_material" : "shape_material_disabled", p_gizmo);

View File

@ -35,15 +35,15 @@
#include "physics_body_2d.h"
#include "servers/physics_server_2d.h"
void RayCast2D::set_cast_to(const Vector2 &p_point) {
cast_to = p_point;
void RayCast2D::set_target_position(const Vector2 &p_point) {
target_position = p_point;
if (is_inside_tree() && (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_collisions_hint())) {
update();
}
}
Vector2 RayCast2D::get_cast_to() const {
return cast_to;
Vector2 RayCast2D::get_target_position() const {
return target_position;
}
void RayCast2D::set_collision_mask(uint32_t p_mask) {
@ -160,8 +160,8 @@ void RayCast2D::_notification(int p_what) {
break;
}
Transform2D xf;
xf.rotate(cast_to.angle());
xf.translate(Vector2(cast_to.length(), 0));
xf.rotate(target_position.angle());
xf.translate(Vector2(target_position.length(), 0));
// Draw an arrow indicating where the RayCast is pointing to
Color draw_col = get_tree()->get_debug_collisions_color();
@ -171,7 +171,7 @@ void RayCast2D::_notification(int p_what) {
draw_col.g = g;
draw_col.b = g;
}
draw_line(Vector2(), cast_to, draw_col, 2);
draw_line(Vector2(), target_position, draw_col, 2);
Vector<Vector2> pts;
float tsize = 8;
pts.push_back(xf.xform(Vector2(tsize, 0)));
@ -206,7 +206,7 @@ void RayCast2D::_update_raycast_state() {
Transform2D gt = get_global_transform();
Vector2 to = cast_to;
Vector2 to = target_position;
if (to == Vector2()) {
to = Vector2(0, 0.01);
}
@ -280,8 +280,8 @@ void RayCast2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &RayCast2D::set_enabled);
ClassDB::bind_method(D_METHOD("is_enabled"), &RayCast2D::is_enabled);
ClassDB::bind_method(D_METHOD("set_cast_to", "local_point"), &RayCast2D::set_cast_to);
ClassDB::bind_method(D_METHOD("get_cast_to"), &RayCast2D::get_cast_to);
ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &RayCast2D::set_target_position);
ClassDB::bind_method(D_METHOD("get_target_position"), &RayCast2D::get_target_position);
ClassDB::bind_method(D_METHOD("is_colliding"), &RayCast2D::is_colliding);
ClassDB::bind_method(D_METHOD("force_raycast_update"), &RayCast2D::force_raycast_update);
@ -316,7 +316,7 @@ void RayCast2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "cast_to"), "set_cast_to", "get_cast_to");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "target_position"), "set_target_position", "get_target_position");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask");
ADD_GROUP("Collide With", "collide_with");
@ -329,7 +329,7 @@ RayCast2D::RayCast2D() {
collided = false;
against_shape = 0;
collision_mask = 1;
cast_to = Vector2(0, 50);
target_position = Vector2(0, 50);
exclude_parent_body = true;
collide_with_bodies = true;
collide_with_areas = false;

View File

@ -46,7 +46,7 @@ class RayCast2D : public Node2D {
uint32_t collision_mask;
bool exclude_parent_body;
Vector2 cast_to;
Vector2 target_position;
bool collide_with_areas;
bool collide_with_bodies;
@ -66,8 +66,8 @@ public:
void set_enabled(bool p_enabled);
bool is_enabled() const;
void set_cast_to(const Vector2 &p_point);
Vector2 get_cast_to() const;
void set_target_position(const Vector2 &p_point);
Vector2 get_target_position() const;
void set_collision_mask(uint32_t p_mask);
uint32_t get_collision_mask() const;

View File

@ -35,8 +35,8 @@
#include "mesh_instance_3d.h"
#include "servers/physics_server_3d.h"
void RayCast3D::set_cast_to(const Vector3 &p_point) {
cast_to = p_point;
void RayCast3D::set_target_position(const Vector3 &p_point) {
target_position = p_point;
if (is_inside_tree() && (Engine::get_singleton()->is_editor_hint() || get_tree()->is_debugging_collisions_hint())) {
update_gizmo();
}
@ -45,8 +45,8 @@ void RayCast3D::set_cast_to(const Vector3 &p_point) {
}
}
Vector3 RayCast3D::get_cast_to() const {
return cast_to;
Vector3 RayCast3D::get_target_position() const {
return target_position;
}
void RayCast3D::set_collision_mask(uint32_t p_mask) {
@ -202,7 +202,7 @@ void RayCast3D::_update_raycast_state() {
Transform gt = get_global_transform();
Vector3 to = cast_to;
Vector3 to = target_position;
if (to == Vector3()) {
to = Vector3(0, 0.01, 0);
}
@ -276,8 +276,8 @@ void RayCast3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &RayCast3D::set_enabled);
ClassDB::bind_method(D_METHOD("is_enabled"), &RayCast3D::is_enabled);
ClassDB::bind_method(D_METHOD("set_cast_to", "local_point"), &RayCast3D::set_cast_to);
ClassDB::bind_method(D_METHOD("get_cast_to"), &RayCast3D::get_cast_to);
ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &RayCast3D::set_target_position);
ClassDB::bind_method(D_METHOD("get_target_position"), &RayCast3D::get_target_position);
ClassDB::bind_method(D_METHOD("is_colliding"), &RayCast3D::is_colliding);
ClassDB::bind_method(D_METHOD("force_raycast_update"), &RayCast3D::force_raycast_update);
@ -312,7 +312,7 @@ void RayCast3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "cast_to"), "set_cast_to", "get_cast_to");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "target_position"), "set_target_position", "get_target_position");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
ADD_GROUP("Collide With", "collide_with");
@ -360,7 +360,7 @@ void RayCast3D::_update_debug_shape() {
Vector<Vector3> verts;
verts.push_back(Vector3());
verts.push_back(cast_to);
verts.push_back(target_position);
a[Mesh::ARRAY_VERTEX] = verts;
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a);
@ -387,7 +387,7 @@ RayCast3D::RayCast3D() {
collided = false;
against_shape = 0;
collision_mask = 1;
cast_to = Vector3(0, -1, 0);
target_position = Vector3(0, -1, 0);
debug_shape = nullptr;
exclude_parent_body = true;
collide_with_areas = false;

View File

@ -43,7 +43,7 @@ class RayCast3D : public Node3D {
Vector3 collision_point;
Vector3 collision_normal;
Vector3 cast_to;
Vector3 target_position;
Set<RID> exclude;
uint32_t collision_mask;
@ -74,8 +74,8 @@ public:
void set_enabled(bool p_enabled);
bool is_enabled() const;
void set_cast_to(const Vector3 &p_point);
Vector3 get_cast_to() const;
void set_target_position(const Vector3 &p_point);
Vector3 get_target_position() const;
void set_collision_mask(uint32_t p_mask);
uint32_t get_collision_mask() const;