diff options
author | FigyTuna <r00000.rr@gmail.com> | 2017-09-16 23:47:20 -0700 |
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committer | FigyTuna <r00000.rr@gmail.com> | 2017-09-16 23:47:20 -0700 |
commit | 4fc0910ed3bcca04ba78935361050beffc8e35ed (patch) | |
tree | 21fe62566df92189cd276ba48b778840d9466c49 | |
parent | 2ca656fc38a7da6552b8d1bed88132062295748a (diff) |
Modified/Added documentation for PhysicsBody and PhysicsBody2D
-rw-r--r-- | doc/classes/PhysicsBody.xml | 12 | ||||
-rw-r--r-- | doc/classes/PhysicsBody2D.xml | 9 |
2 files changed, 16 insertions, 5 deletions
diff --git a/doc/classes/PhysicsBody.xml b/doc/classes/PhysicsBody.xml index e8ae986346..e75fbb8e2d 100644 --- a/doc/classes/PhysicsBody.xml +++ b/doc/classes/PhysicsBody.xml @@ -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> diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml index e160311090..748506baa9 100644 --- a/doc/classes/PhysicsBody2D.xml +++ b/doc/classes/PhysicsBody2D.xml @@ -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> |