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Overhaul the top sections of the class reference (Physics classes)
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@@ -1,14 +1,13 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="RayCast3D" inherits="Node3D" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Query the closest object intersecting a ray.
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A ray in 3D space, used to find the first [CollisionObject3D] it intersects.
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</brief_description>
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<description>
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A RayCast represents a line from its origin to its destination position, [member target_position]. It is used to query the 3D space in order to find the closest object along the path of the ray.
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RayCast3D can ignore some objects by adding them to the exception list via [method add_exception] or by setting proper filtering with collision layers and masks.
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RayCast3D can be configured to report collisions with [Area3D]s ([member collide_with_areas]) and/or [PhysicsBody3D]s ([member collide_with_bodies]).
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Only enabled raycasts will be able to query the space and report collisions.
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RayCast3D calculates intersection every physics frame (see [Node]), and the result is cached so it can be used later until the next frame. If multiple queries are required between physics frames (or during the same frame), use [method force_raycast_update] after adjusting the raycast.
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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. This is useful for a lot of things, such as
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[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.
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[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].
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To sweep over a region of 3D space, you can approximate the region with multiple [RayCast3D]s or use [ShapeCast3D].
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</description>
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<tutorials>
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<link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link>
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