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@@ -121,7 +121,7 @@ may be used. For example:
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}
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}
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The result is a dictionary. If the ray didn't hit anything, the dictionary will
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The result is a dictionary. If the ray didn't hit anything, the dictionary will
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-be empty. If it did hit something it will contain collision information:
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+be empty. If it did hit something, it will contain collision information:
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.. tabs::
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.. tabs::
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.. code-tab:: gdscript GDScript
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.. code-tab:: gdscript GDScript
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@@ -196,7 +196,7 @@ very inconvenient if you need a large and/or dynamic list of exceptions. In
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this case, it is much more efficient to use the collision layer/mask system.
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this case, it is much more efficient to use the collision layer/mask system.
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The optional fourth argument for ``intersect_ray()`` is a collision mask. For
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The optional fourth argument for ``intersect_ray()`` is a collision mask. For
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-example, to use same mask as the parent body, use the ``collision_mask``
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+example, to use the same mask as the parent body, use the ``collision_mask``
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member variable:
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member variable:
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.. tabs::
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.. tabs::
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@@ -226,7 +226,7 @@ member variable:
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--------------------------
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--------------------------
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Casting a ray from screen to 3D physics space is useful for object
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Casting a ray from screen to 3D physics space is useful for object
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-picking. There is not much of a need to do this because
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+picking. There is not much need to do this because
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:ref:`CollisionObject <class_CollisionObject>`
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:ref:`CollisionObject <class_CollisionObject>`
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has an "input_event" signal that will let you know when it was clicked,
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has an "input_event" signal that will let you know when it was clicked,
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but in case there is any desire to do it manually, here's how.
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but in case there is any desire to do it manually, here's how.
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