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mirror of https://github.com/godotengine/godot.git synced 2025-11-04 12:00:25 +00:00

Fix differences between RayCast2D and RayCast3D documentation

This commit is contained in:
Micky
2025-04-05 10:32:38 +02:00
parent 52ecb5ab9e
commit 621500c1d9
2 changed files with 14 additions and 13 deletions

View File

@@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="RayCast2D" inherits="Node2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A ray in 2D space, used to find the first [CollisionObject2D] it intersects.
A ray in 2D space, used to find the first collision object it intersects.
</brief_description>
<description>
A raycast represents a ray from its origin to its [member target_position] that finds the closest [CollisionObject2D] along its path, if it intersects any.
A raycast represents a ray from its origin to its [member target_position] that finds the closest object along its path, if it intersects any.
[RayCast2D] can ignore some objects by adding them to an exception list, by making its detection reporting ignore [Area2D]s ([member collide_with_areas]) or [PhysicsBody2D]s ([member collide_with_bodies]), or by configuring physics layers.
[RayCast2D] calculates intersection every physics frame, and it holds the result until the next physics frame. For an immediate raycast, or if you want to configure a [RayCast2D] multiple times within the same physics frame, use [method force_raycast_update].
To sweep over a region of 2D space, you can approximate the region with multiple [RayCast2D]s or use [ShapeCast2D].
@@ -17,7 +17,7 @@
<return type="void" />
<param index="0" name="node" type="CollisionObject2D" />
<description>
Adds a collision exception so the ray does not report collisions with the specified [CollisionObject2D] node.
Adds a collision exception so the ray does not report collisions with the specified [param node].
</description>
</method>
<method name="add_exception_rid">
@@ -44,6 +44,7 @@
<return type="Object" />
<description>
Returns the first object that the ray intersects, or [code]null[/code] if no object is intersecting the ray (i.e. [method is_colliding] returns [code]false[/code]).
[b]Note:[/b] This object is not guaranteed to be a [CollisionObject2D]. For example, if the ray intersects a [TileMapLayer], the method will return a [TileMapLayer] instance.
</description>
</method>
<method name="get_collider_rid" qualifiers="const">
@@ -104,14 +105,14 @@
<return type="void" />
<param index="0" name="node" type="CollisionObject2D" />
<description>
Removes a collision exception so the ray does report collisions with the specified [CollisionObject2D] node.
Removes a collision exception so the ray can report collisions with the specified specified [param node].
</description>
</method>
<method name="remove_exception_rid">
<return type="void" />
<param index="0" name="rid" type="RID" />
<description>
Removes a collision exception so the ray does report collisions with the specified [RID].
Removes a collision exception so the ray can report collisions with the specified [RID].
</description>
</method>
<method name="set_collision_mask_value">
@@ -137,13 +138,13 @@
If [code]true[/code], collisions will be reported.
</member>
<member name="exclude_parent" type="bool" setter="set_exclude_parent_body" getter="get_exclude_parent_body" default="true">
If [code]true[/code], the parent node will be excluded from collision detection.
If [code]true[/code], this raycast will not report collisions with its parent node. This property only has an effect if the parent node is a [CollisionObject2D]. See also [method Node.get_parent] and [method add_exception].
</member>
<member name="hit_from_inside" type="bool" setter="set_hit_from_inside" getter="is_hit_from_inside_enabled" default="false">
If [code]true[/code], the ray will detect a hit when starting inside shapes. In this case the collision normal will be [code]Vector2(0, 0)[/code]. Does not affect concave polygon shapes.
</member>
<member name="target_position" type="Vector2" setter="set_target_position" getter="get_target_position" default="Vector2(0, 50)">
The ray's destination point, relative to the RayCast's [code]position[/code].
The ray's destination point, relative to this raycast's [member Node2D.position].
</member>
</members>
</class>

View File

@@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="RayCast3D" inherits="Node3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A ray in 3D space, used to find the first object it intersects.
A ray in 3D space, used to find the first collision object it intersects.
</brief_description>
<description>
A raycast represents a ray from its origin to its [member target_position] that finds the closest object along its path, if it intersects any.
@@ -18,7 +18,7 @@
<return type="void" />
<param index="0" name="node" type="CollisionObject3D" />
<description>
Adds a collision exception so the ray does not report collisions with the specified [CollisionObject3D] node.
Adds a collision exception so the ray does not report collisions with the specified [param node].
</description>
</method>
<method name="add_exception_rid">
@@ -112,14 +112,14 @@
<return type="void" />
<param index="0" name="node" type="CollisionObject3D" />
<description>
Removes a collision exception so the ray does report collisions with the specified [CollisionObject3D] node.
Removes a collision exception so the ray can report collisions with the specified [param node].
</description>
</method>
<method name="remove_exception_rid">
<return type="void" />
<param index="0" name="rid" type="RID" />
<description>
Removes a collision exception so the ray does report collisions with the specified [RID].
Removes a collision exception so the ray can report collisions with the specified [RID].
</description>
</method>
<method name="set_collision_mask_value">
@@ -152,7 +152,7 @@
If [code]true[/code], collisions will be reported.
</member>
<member name="exclude_parent" type="bool" setter="set_exclude_parent_body" getter="get_exclude_parent_body" default="true">
If [code]true[/code], collisions will be ignored for this RayCast3D's immediate parent.
If [code]true[/code], this raycast will not report collisions with its parent node. This property only has an effect if the parent node is a [CollisionObject3D]. See also [method Node.get_parent] and [method add_exception].
</member>
<member name="hit_back_faces" type="bool" setter="set_hit_back_faces" getter="is_hit_back_faces_enabled" default="true">
If [code]true[/code], the ray will hit back faces with concave polygon shapes with back face enabled or heightmap shapes.
@@ -161,7 +161,7 @@
If [code]true[/code], the ray will detect a hit when starting inside shapes. In this case the collision normal will be [code]Vector3(0, 0, 0)[/code]. Does not affect shapes with no volume like concave polygon or heightmap.
</member>
<member name="target_position" type="Vector3" setter="set_target_position" getter="get_target_position" default="Vector3(0, -1, 0)">
The ray's destination point, relative to the RayCast's [code]position[/code].
The ray's destination point, relative to this raycast's [member Node3D.position].
</member>
</members>
</class>