Filled blanks and normalized documentation on RayCast[2D]

(cherry picked from commit db0a46d7f7)
This commit is contained in:
Karol Walasek 2016-10-01 16:20:00 +02:00 committed by Rémi Verschelde
parent de13e52b9b
commit b2a58da321

View file

@ -30815,14 +30815,21 @@
</class>
<class name="RayCast" inherits="Spatial" category="Core">
<brief_description>
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.
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!
</description>
<methods>
<method name="add_exception">
<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].
</description>
</method>
<method name="add_exception_rid">
@ -30833,30 +30840,35 @@
</method>
<method name="clear_exceptions">
<description>
Removes all collision exception for this ray.
</description>
</method>
<method name="get_cast_to" qualifiers="const">
<return type="Vector3">
</return>
<description>
Return the destination point of this ray object.
</description>
</method>
<method name="get_collider" qualifiers="const">
<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.
</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.
</description>
</method>
<method name="get_collision_normal" qualifiers="const">
<return type="Vector3">
</return>
<description>
Returns the normal of the intersecting object shape face containing the collision point.
</description>
</method>
<method name="get_collision_point" qualifiers="const">
@ -30870,30 +30882,35 @@
<return type="int">
</return>
<description>
Returns the layer mask for this ray.
</description>
</method>
<method name="get_type_mask" qualifiers="const">
<return type="int">
</return>
<description>
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].
</description>
</method>
<method name="is_colliding" qualifiers="const">
<return type="bool">
</return>
<description>
Return whether the closest object the ray is pointing to is colliding with the vector (considering the vector length).
</description>
</method>
<method name="is_enabled" qualifiers="const">
<return type="bool">
</return>
<description>
Returns whether this raycast is enabled or not.
</description>
</method>
<method name="remove_exception">
<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].
</description>
</method>
<method name="remove_exception_rid">
@ -30913,18 +30930,21 @@
<argument index="0" name="enabled" type="bool">
</argument>
<description>
Enables the RayCast2D. Only enabled raycasts will be able to query the space and report collisions.
</description>
</method>
<method name="set_layer_mask">
<argument index="0" name="mask" type="int">
</argument>
<description>
Set the mask to filter objects. Only objects with at least the same mask element set will be detected.
</description>
</method>
<method name="set_type_mask">
<argument index="0" name="mask" type="int">
</argument>
<description>
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.
</description>
</method>
</methods>
@ -30933,10 +30953,14 @@
</class>
<class name="RayCast2D" inherits="Node2D" category="Core">
<brief_description>
Query the closest object intersecting a ray
Query the closest object intersecting a ray.
</brief_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.
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!
</description>
<methods>
<method name="add_exception">
@ -30961,7 +30985,7 @@
<return type="Vector2">
</return>
<description>
Return the destination point of this ray object
Return the destination point of this ray object.
</description>
</method>
<method name="get_collider" qualifiers="const">
@ -30989,7 +31013,7 @@
<return type="Vector2">
</return>
<description>
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.
</description>
</method>
<method name="get_layer_mask" qualifiers="const">
@ -31003,6 +31027,7 @@
<return type="int">
</return>
<description>
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].
</description>
</method>
<method name="is_colliding" qualifiers="const">
@ -31016,7 +31041,7 @@
<return type="bool">
</return>
<description>
Returns whether this raycast is enabled or not
Returns whether this raycast is enabled or not.
</description>
</method>
<method name="remove_exception">
@ -31050,12 +31075,14 @@
<argument index="0" name="mask" type="int">
</argument>
<description>
Set the mask to filter objects. Only objects with at least the same mask element set will be detected.
</description>
</method>
<method name="set_type_mask">
<argument index="0" name="mask" type="int">
</argument>
<description>
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.
</description>
</method>
</methods>