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Update RayCast class ref

Chris Bradfield 8 tahun lalu
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e42176d549
1 mengubah file dengan 35 tambahan dan 14 penghapusan
  1. 35 14
      doc/base/classes.xml

+ 35 - 14
doc/base/classes.xml

@@ -40611,11 +40611,11 @@
 		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>
@@ -40626,7 +40626,7 @@
 			<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">
@@ -40635,20 +40635,22 @@
 			<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">
@@ -40662,14 +40664,24 @@
 			<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">
@@ -40683,14 +40695,14 @@
 			<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">
@@ -40711,7 +40723,7 @@
 			<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">
@@ -40720,7 +40732,7 @@
 			<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">
@@ -40729,6 +40741,7 @@
 			<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">
@@ -40737,7 +40750,7 @@
 			<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">
@@ -40770,12 +40783,20 @@
 	</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>
@@ -49281,7 +49302,7 @@
 		 - 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