Merge pull request #11085 from cbscribe/kcc_raycast_doc

Update RayCast class ref
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Poommetee Ketson 2017-09-12 13:09:23 +07:00 committed by GitHub
commit 73a8f621dd

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@ -40825,11 +40825,11 @@
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.
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.
</description>
@ -40840,7 +40840,7 @@
<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].
Adds a collision exception so the ray does not report collisions with the specified node.
</description>
</method>
<method name="add_exception_rid">
@ -40849,20 +40849,22 @@
<argument index="0" name="rid" type="RID">
</argument>
<description>
Adds a collision exception so the ray does not report collisions with the specified [RID].
</description>
</method>
<method name="clear_exceptions">
<return type="void">
</return>
<description>
Removes all collision exception for this ray.
Removes all collision exceptions for this ray.
</description>
</method>
<method name="force_raycast_update">
<return type="void">
</return>
<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>
</method>
<method name="get_cast_to" qualifiers="const">
@ -40876,14 +40878,24 @@
<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.
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]
</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.
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]
</description>
</method>
<method name="get_collision_layer" qualifiers="const">
@ -40897,14 +40909,14 @@
<return type="Vector3">
</return>
<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>
</method>
<method name="get_collision_point" qualifiers="const">
<return type="Vector3">
</return>
<description>
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.
</description>
</method>
<method name="get_type_mask" qualifiers="const">
@ -40925,7 +40937,7 @@
<return type="bool">
</return>
<description>
Returns whether this raycast is enabled or not.
Returns whether the ray is enabled or not.
</description>
</method>
<method name="remove_exception">
@ -40934,7 +40946,7 @@
<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].
Removes a collision exception so the ray does report collisions with the specified node.
</description>
</method>
<method name="remove_exception_rid">
@ -40943,6 +40955,7 @@
<argument index="0" name="rid" type="RID">
</argument>
<description>
Removes a collision exception so the ray does report collisions with the specified [RID].
</description>
</method>
<method name="set_cast_to">
@ -40951,7 +40964,7 @@
<argument index="0" name="local_point" type="Vector3">
</argument>
<description>
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].
</description>
</method>
<method name="set_collision_layer">
@ -40984,12 +40997,20 @@
</methods>
<members>
<member name="cast_to" type="Vector3" setter="set_cast_to" getter="get_cast_to" brief="">
The ray's destination point, relative to the RayCast's [code]position[/code].
</member>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" brief="">
The RayCast's collison layer(s). Only bodies in the same collision layer(s) will be detected.
</member>
<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 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>
</members>
<constants>
@ -49569,7 +49590,7 @@
- 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