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Merge pull request #11352 from FigyTuna/physics_body_docs
[DOCS] Modified/Added documentation for PhysicsBody and PhysicsBody2D
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PhysicsBody" inherits="CollisionObject" category="Core" version="3.0.alpha.custom_build">
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<brief_description>
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Base class for different types of Physics bodies.
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Base class for all objects affected by physics in 3D space.
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</brief_description>
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<description>
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PhysicsBody is an abstract base class for implementing a physics body. All PhysicsBody types inherit from it.
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PhysicsBody is an abstract base class for implementing a physics body. All *Body types inherit from it.
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</description>
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<tutorials>
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</tutorials>
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<argument index="0" name="body" type="Node">
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</argument>
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<description>
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Adds a body to the collision exception list. This list contains bodies that this body will not collide with.
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Adds a body to the list of bodies that this body can't collide with.
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</description>
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</method>
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<method name="get_collision_layer" qualifiers="const">
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<argument index="0" name="body" type="Node">
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</argument>
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<description>
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Removes a body from the collision exception list.
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Removes a body from the list of bodies that this body can't collide with.
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</description>
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</method>
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<method name="set_collision_layer">
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</methods>
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<members>
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<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer">
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The physics layers this area is in.
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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.
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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.
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
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The physics layers this area can scan for collisions.
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</member>
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</members>
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<constants>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PhysicsBody2D" inherits="CollisionObject2D" category="Core" version="3.0.alpha.custom_build">
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<brief_description>
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Base class for all objects affected by physics.
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Base class for all objects affected by physics in 2D space.
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</brief_description>
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<description>
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PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it.
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<argument index="0" name="body" type="Node">
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</argument>
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<description>
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Adds a body to the list of bodies that this body can't collide with.
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</description>
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</method>
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<method name="get_collision_layer" qualifiers="const">
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<argument index="0" name="body" type="Node">
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</argument>
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<description>
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Removes a body from the list of bodies that this body can't collide with.
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</description>
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</method>
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<method name="set_collision_layer">
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</methods>
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<members>
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<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer">
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The physics layers this area is in.
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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.
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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.
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
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The physics layers this area can scan for collisions.
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</member>
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<member name="layers" type="int" setter="_set_layers" getter="_get_layers">
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Both collision_layer and collision_mask. Returns collision_layer when accessed. Updates collision_layers and collision_mask when modified.
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</member>
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</members>
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<constants>
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