Merge pull request #11352 from FigyTuna/physics_body_docs

[DOCS] Modified/Added documentation for PhysicsBody and PhysicsBody2D
This commit is contained in:
Rémi Verschelde 2017-09-17 22:43:39 +02:00 committed by GitHub
commit 39e2af32ca
2 changed files with 16 additions and 5 deletions

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@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsBody" inherits="CollisionObject" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Base class for different types of Physics bodies.
Base class for all objects affected by physics in 3D space.
</brief_description>
<description>
PhysicsBody is an abstract base class for implementing a physics body. All PhysicsBody types inherit from it.
PhysicsBody is an abstract base class for implementing a physics body. All *Body types inherit from it.
</description>
<tutorials>
</tutorials>
@ -17,7 +17,7 @@
<argument index="0" name="body" type="Node">
</argument>
<description>
Adds a body to the collision exception list. This list contains bodies that this body will not collide with.
Adds a body to the list of bodies that this body can't collide with.
</description>
</method>
<method name="get_collision_layer" qualifiers="const">
@ -54,7 +54,7 @@
<argument index="0" name="body" type="Node">
</argument>
<description>
Removes a body from the collision exception list.
Removes a body from the list of bodies that this body can't collide with.
</description>
</method>
<method name="set_collision_layer">
@ -96,8 +96,12 @@
</methods>
<members>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer">
The physics layers this area is in.
Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property.
A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
The physics layers this area can scan for collisions.
</member>
</members>
<constants>

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@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsBody2D" inherits="CollisionObject2D" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Base class for all objects affected by physics.
Base class for all objects affected by physics in 2D space.
</brief_description>
<description>
PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it.
@ -17,6 +17,7 @@
<argument index="0" name="body" type="Node">
</argument>
<description>
Adds a body to the list of bodies that this body can't collide with.
</description>
</method>
<method name="get_collision_layer" qualifiers="const">
@ -57,6 +58,7 @@
<argument index="0" name="body" type="Node">
</argument>
<description>
Removes a body from the list of bodies that this body can't collide with.
</description>
</method>
<method name="set_collision_layer">
@ -104,10 +106,15 @@
</methods>
<members>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer">
The physics layers this area is in.
Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property.
A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
The physics layers this area can scan for collisions.
</member>
<member name="layers" type="int" setter="_set_layers" getter="_get_layers">
Both collision_layer and collision_mask. Returns collision_layer when accessed. Updates collision_layers and collision_mask when modified.
</member>
</members>
<constants>