From b2a58da3214c8cc0a8bd13b4a47ffa3bdb031b4d Mon Sep 17 00:00:00 2001 From: Karol Walasek Date: Sat, 1 Oct 2016 16:20:00 +0200 Subject: [PATCH] Filled blanks and normalized documentation on RayCast[2D] (cherry picked from commit db0a46d7f7af220cede52198f05082f74ca9c546) --- doc/base/classes.xml | 35 +++++++++++++++++++++++++++++++---- 1 file changed, 31 insertions(+), 4 deletions(-) diff --git a/doc/base/classes.xml b/doc/base/classes.xml index bba35c55e07..94ed98ef990 100644 --- a/doc/base/classes.xml +++ b/doc/base/classes.xml @@ -30815,14 +30815,21 @@ + 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. + + 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. + + Only enabled raycasts will be able to query the space and report collisions! + Adds a collision exception so the ray does not report collisions with the specified [code]node[/code]. @@ -30833,30 +30840,35 @@ + Removes all collision exception for this ray. + Return the destination point of this ray object. + 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 collision shape of the closest object the ray is pointing to. + Returns the normal of the intersecting object shape face containing the collision point. @@ -30870,30 +30882,35 @@ + Returns the layer mask for this ray. + Returns the type mask (types of objects to detect) for this ray. The value is a sum (bitwise OR'd) of constants available for [PhysicsDirectSpaceState]. + Return whether the closest object the ray is pointing to is colliding with the vector (considering the vector length). + Returns whether this raycast is enabled or not. + Removes a collision exception so the ray does report collisions with the specified [code]node[/code]. @@ -30913,18 +30930,21 @@ + Enables the RayCast2D. Only enabled raycasts will be able to query the space and report collisions. + Set the mask to filter objects. Only objects with at least the same mask element set will be detected. + Set the types of objects to detect. For [code]mask[/code] use a logic sum (OR operation) of constants defined in [PhysicsDirectSpaceState], eg. [code]PhysicsDirectSpaceState.TYPE_MASK_STATIC_BODY | PhysicsDirectSpaceState.TYPE_MASK_KINEMATIC_BODY[/code] to detect only those two types. @@ -30933,10 +30953,14 @@ - Query the closest object intersecting a ray + Query the closest object intersecting a ray. 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. + + 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! @@ -30961,7 +30985,7 @@ - Return the destination point of this ray object + Return the destination point of this ray object. @@ -30989,7 +31013,7 @@ - Returns the collision point in which the ray intersects the closest object. + Returns the collision point in which the ray intersects the closest object. This point is in [b]global[/b] coordinate system. @@ -31003,6 +31027,7 @@ + Returns the type mask (types of objects to detect) for this ray. The value is a sum (bitwise OR'd) of constants available for [Physics2DDirectSpaceState]. @@ -31016,7 +31041,7 @@ - Returns whether this raycast is enabled or not + Returns whether this raycast is enabled or not. @@ -31050,12 +31075,14 @@ + Set the mask to filter objects. Only objects with at least the same mask element set will be detected. + Set the types of objects to detect. For [code]mask[/code] use a logic sum (OR operation) of constants defined in [Physics2DDirectSpaceState], eg. [code]Physics2DDirectSpaceState.TYPE_MASK_STATIC_BODY | Physics2DDirectSpaceState.TYPE_MASK_KINEMATIC_BODY[/code] to detect only those two types.