1
0
Fork 0

Merge pull request #101373 from jburt137/patch-1

Clarify expected types in `RayCast3D` documentation
This commit is contained in:
Rémi Verschelde 2025-01-11 22:29:56 +01:00
commit 956e2b1769
1 changed files with 3 additions and 2 deletions

View File

@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?> <?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"> <class name="RayCast3D" inherits="Node3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description> <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> </brief_description>
<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] 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]. [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]. 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" /> <return type="Object" />
<description> <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]). 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> </description>
</method> </method>
<method name="get_collider_rid" qualifiers="const"> <method name="get_collider_rid" qualifiers="const">