Merge pull request #2073 from corrigentia/patch-85

Fix some punctuation and grammar in ray-casting
This commit is contained in:
Rémi Verschelde
2018-12-28 14:58:21 +01:00
committed by GitHub

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