Merge pull request #87414 from rburing/doc_warning_check_ray_collides
RayCast2D and RayCast3D: warn to check `is_colliding` before `get_collision_point` and `get_collision_normal`
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commit
cfe7bd09af
2 changed files with 6 additions and 4 deletions
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@ -69,13 +69,14 @@
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<return type="Vector2" />
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<return type="Vector2" />
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<description>
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<description>
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Returns the normal of the intersecting object's shape at the collision point, or [code]Vector2(0, 0)[/code] if the ray starts inside the shape and [member hit_from_inside] is [code]true[/code].
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Returns the normal of the intersecting object's shape at the collision point, or [code]Vector2(0, 0)[/code] if the ray starts inside the shape and [member hit_from_inside] is [code]true[/code].
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[b]Note:[/b] Check that [method is_colliding] returns [code]true[/code] before calling this method to ensure the returned normal is valid and up-to-date.
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</description>
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</description>
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</method>
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</method>
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<method name="get_collision_point" qualifiers="const">
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<method name="get_collision_point" qualifiers="const">
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<return type="Vector2" />
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<return type="Vector2" />
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<description>
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<description>
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Returns the collision point at which the ray intersects the closest object. If [member hit_from_inside] is [code]true[/code] and the ray starts inside of a collision shape, this function will return the origin point of the ray.
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Returns the collision point at which the ray intersects the closest object, in the global coordinate system. If [member hit_from_inside] is [code]true[/code] and the ray starts inside of a collision shape, this function will return the origin point of the ray.
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[b]Note:[/b] This point is in the [b]global[/b] coordinate system.
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[b]Note:[/b] Check that [method is_colliding] returns [code]true[/code] before calling this method to ensure the returned point is valid and up-to-date.
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</description>
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</description>
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</method>
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</method>
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<method name="is_colliding" qualifiers="const">
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<method name="is_colliding" qualifiers="const">
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@ -76,13 +76,14 @@
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<return type="Vector3" />
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<return type="Vector3" />
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<description>
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<description>
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Returns the normal of the intersecting object's shape at the collision point, or [code]Vector3(0, 0, 0)[/code] if the ray starts inside the shape and [member hit_from_inside] is [code]true[/code].
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Returns the normal of the intersecting object's shape at the collision point, or [code]Vector3(0, 0, 0)[/code] if the ray starts inside the shape and [member hit_from_inside] is [code]true[/code].
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[b]Note:[/b] Check that [method is_colliding] returns [code]true[/code] before calling this method to ensure the returned normal is valid and up-to-date.
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</description>
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</description>
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</method>
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</method>
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<method name="get_collision_point" qualifiers="const">
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<method name="get_collision_point" qualifiers="const">
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<return type="Vector3" />
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<return type="Vector3" />
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<description>
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<description>
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Returns the collision point at which the ray intersects the closest object. If [member hit_from_inside] is [code]true[/code] and the ray starts inside of a collision shape, this function will return the origin point of the ray.
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Returns the collision point at which the ray intersects the closest object, in the global coordinate system. If [member hit_from_inside] is [code]true[/code] and the ray starts inside of a collision shape, this function will return the origin point of the ray.
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[b]Note:[/b] This point is in the [b]global[/b] coordinate system.
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[b]Note:[/b] Check that [method is_colliding] returns [code]true[/code] before calling this method to ensure the returned point is valid and up-to-date.
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</description>
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</description>
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</method>
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</method>
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<method name="is_colliding" qualifiers="const">
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<method name="is_colliding" qualifiers="const">
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