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Clarify expected types in RayCast3D documentation

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jaredkunz 2025-01-09 14:20:01 -08:00 committed by Rémi Verschelde
parent abf8e1e6f9
commit 02c10454a8
1 changed files with 3 additions and 2 deletions

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@ -1,10 +1,10 @@
<?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 [CollisionObject3D] it intersects.
A ray in 3D space, used to find the first object it intersects.
</brief_description>
<description>
A raycast represents a ray from its origin to its [member target_position] that finds the closest [CollisionObject3D] 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.
[RayCast3D] can ignore some objects by adding them to an exception list, by making its detection reporting ignore [Area3D]s ([member collide_with_areas]) or [PhysicsBody3D]s ([member collide_with_bodies]), or by configuring physics layers.
[RayCast3D] 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 [RayCast3D] multiple times within the same physics frame, use [method force_raycast_update].
To sweep over a region of 3D space, you can approximate the region with multiple [RayCast3D]s or use [ShapeCast3D].
@ -45,6 +45,7 @@
<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 [CollisionObject3D]. For example, if the ray intersects a [CSGShape3D] or a [GridMap], the method will return a [CSGShape3D] or [GridMap] instance.
</description>
</method>
<method name="get_collider_rid" qualifiers="const">