From e42176d549274de887b9f727a60f6f5f405e9fb2 Mon Sep 17 00:00:00 2001 From: Chris Bradfield Date: Fri, 8 Sep 2017 17:35:15 -0700 Subject: [PATCH] Update RayCast class ref --- doc/base/classes.xml | 49 +++++++++++++++++++++++++++++++------------- 1 file changed, 35 insertions(+), 14 deletions(-) diff --git a/doc/base/classes.xml b/doc/base/classes.xml index 8d165857265..cd96b2da32b 100644 --- a/doc/base/classes.xml +++ b/doc/base/classes.xml @@ -40611,11 +40611,11 @@ 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 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 3D space in order to find the closest object along the path of 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. + RayCast 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. - 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. RayCast 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. @@ -40626,7 +40626,7 @@ - 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. @@ -40635,20 +40635,22 @@ + Adds a collision exception so the ray does not report collisions with the specified [RID]. - Removes all collision exception for this ray. + Removes all collision exceptions for this ray. - 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. @@ -40662,14 +40664,24 @@ - 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. + Return 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 RayCast.is_colliding(): + var collider = RayCast.get_collider() + [/codeblock] - 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 RayCast.is_colliding(): + var shape = RayCast.get_collider_shape() + [/codeblock] @@ -40683,14 +40695,14 @@ - 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. - Returns collision point. 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. @@ -40711,7 +40723,7 @@ - Returns whether this raycast is enabled or not. + Returns whether the ray is enabled or not. @@ -40720,7 +40732,7 @@ - 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. @@ -40729,6 +40741,7 @@ + Removes a collision exception so the ray does report collisions with the specified [RID]. @@ -40737,7 +40750,7 @@ - Sets to which point ray should be casted. This point is in [b]local[/b] coordinate system. + Sets the ray destination point, so that the ray will test from the ray's origin to [code]local_point[/code]. @@ -40770,12 +40783,20 @@ + The ray's destination point, relative to the RayCast's [code]position[/code]. + The RayCast's collison layer(s). Only bodies in the same collision layer(s) will be detected. + If [code]true[/code], collisions will be reported. Default value: [code]false[/code]. + 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] @@ -49281,7 +49302,7 @@ - Rounded corners (individual radius for each corner) - Shadow About corner radius: - Setting corner radius to high values is allowed. As soon as corners would overlap the stylebox will switch to a relative system. Example: + Setting corner radius to high values is allowed. As soon as corners would overlap the stylebox will switch to a relative system. Example: [codeblock] height = 30 corner_radius_top_left = 50