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Remove old RigidBody layers property and methods.
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@ -86,9 +86,6 @@
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The physics layers this area scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
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</member>
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<member name="input_pickable" type="bool" setter="set_pickable" getter="is_pickable" override="true" default="false" />
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<member name="layers" type="int" setter="_set_layers" getter="_get_layers">
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Both [member collision_layer] and [member collision_mask]. Returns [member collision_layer] when accessed. Updates [member collision_layer] and [member collision_mask] when modified.
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</member>
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</members>
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<constants>
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</constants>
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@ -42,15 +42,6 @@
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void PhysicsBody2D::_notification(int p_what) {
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}
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void PhysicsBody2D::_set_layers(uint32_t p_mask) {
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set_collision_layer(p_mask);
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set_collision_mask(p_mask);
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}
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uint32_t PhysicsBody2D::_get_layers() const {
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return get_collision_layer();
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}
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void PhysicsBody2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &PhysicsBody2D::set_collision_layer);
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ClassDB::bind_method(D_METHOD("get_collision_layer"), &PhysicsBody2D::get_collision_layer);
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@ -63,13 +54,9 @@ void PhysicsBody2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_collision_layer_bit", "bit", "value"), &PhysicsBody2D::set_collision_layer_bit);
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ClassDB::bind_method(D_METHOD("get_collision_layer_bit", "bit"), &PhysicsBody2D::get_collision_layer_bit);
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ClassDB::bind_method(D_METHOD("_set_layers", "mask"), &PhysicsBody2D::_set_layers);
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ClassDB::bind_method(D_METHOD("_get_layers"), &PhysicsBody2D::_get_layers);
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ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &PhysicsBody2D::get_collision_exceptions);
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ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody2D::add_collision_exception_with);
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ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &PhysicsBody2D::remove_collision_exception_with);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "layers", PROPERTY_HINT_LAYERS_2D_PHYSICS, "", 0), "_set_layers", "_get_layers"); //for backwards compat
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ADD_GROUP("Collision", "collision_");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_layer", "get_collision_layer");
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@ -44,9 +44,6 @@ class PhysicsBody2D : public CollisionObject2D {
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uint32_t collision_layer;
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uint32_t collision_mask;
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void _set_layers(uint32_t p_mask);
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uint32_t _get_layers() const;
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protected:
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void _notification(int p_what);
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PhysicsBody2D(PhysicsServer2D::BodyMode p_mode);
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@ -130,15 +130,6 @@ void PhysicsBody3D::remove_collision_exception_with(Node *p_node) {
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PhysicsServer3D::get_singleton()->body_remove_collision_exception(get_rid(), collision_object->get_rid());
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}
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void PhysicsBody3D::_set_layers(uint32_t p_mask) {
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set_collision_layer(p_mask);
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set_collision_mask(p_mask);
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}
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uint32_t PhysicsBody3D::_get_layers() const {
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return get_collision_layer();
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}
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void PhysicsBody3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &PhysicsBody3D::set_collision_layer);
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ClassDB::bind_method(D_METHOD("get_collision_layer"), &PhysicsBody3D::get_collision_layer);
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@ -152,9 +143,6 @@ void PhysicsBody3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_collision_layer_bit", "bit", "value"), &PhysicsBody3D::set_collision_layer_bit);
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ClassDB::bind_method(D_METHOD("get_collision_layer_bit", "bit"), &PhysicsBody3D::get_collision_layer_bit);
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ClassDB::bind_method(D_METHOD("_set_layers", "mask"), &PhysicsBody3D::_set_layers);
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ClassDB::bind_method(D_METHOD("_get_layers"), &PhysicsBody3D::_get_layers);
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ADD_GROUP("Collision", "collision_");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
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@ -43,9 +43,6 @@ class PhysicsBody3D : public CollisionObject3D {
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uint32_t collision_layer;
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uint32_t collision_mask;
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void _set_layers(uint32_t p_mask);
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uint32_t _get_layers() const;
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protected:
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static void _bind_methods();
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PhysicsBody3D(PhysicsServer3D::BodyMode p_mode);
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