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authorRĂ©mi Verschelde <remi@verschelde.fr>2022-08-22 17:31:23 +0200
committerGitHub <noreply@github.com>2022-08-22 17:31:23 +0200
commit5193332d109776abf7acb56349fbdf053f0c117e (patch)
tree9982df1ba122f2aee8c171f239723fbe3210b119 /doc/classes
parentd9c2fd9aaaaccb41c0b38f0580163c210ecfcfc5 (diff)
parentb31115cdc1c635e0e33f7a1e053dc2d944bcf521 (diff)
Merge pull request #64343 from TokageItLab/priority-ph
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/CollisionObject2D.xml3
-rw-r--r--doc/classes/CollisionObject3D.xml3
-rw-r--r--doc/classes/PhysicsServer2D.xml15
-rw-r--r--doc/classes/PhysicsServer3D.xml15
-rw-r--r--doc/classes/PhysicsServer3DExtension.xml13
5 files changed, 49 insertions, 0 deletions
diff --git a/doc/classes/CollisionObject2D.xml b/doc/classes/CollisionObject2D.xml
index 4353d97597..832f47e2bb 100644
--- a/doc/classes/CollisionObject2D.xml
+++ b/doc/classes/CollisionObject2D.xml
@@ -206,6 +206,9 @@
The physics layers this CollisionObject2D scans. Collision objects can scan one or more of 32 different layers. See also [member collision_layer].
[b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
+ <member name="collision_priority" type="float" setter="set_collision_priority" getter="get_collision_priority" default="1.0">
+ The priority used to solve colliding when occurring penetration. The higher the priority is, the lower the penetration into the object will be. This can for example be used to prevent the player from breaking through the boundaries of a level.
+ </member>
<member name="disable_mode" type="int" setter="set_disable_mode" getter="get_disable_mode" enum="CollisionObject2D.DisableMode" default="0">
Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes.
</member>
diff --git a/doc/classes/CollisionObject3D.xml b/doc/classes/CollisionObject3D.xml
index f9e28824df..04ccf3fc62 100644
--- a/doc/classes/CollisionObject3D.xml
+++ b/doc/classes/CollisionObject3D.xml
@@ -177,6 +177,9 @@
The physics layers this CollisionObject3D [b]scans[/b]. Collision objects can scan one or more of 32 different layers. See also [member collision_layer].
[b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
+ <member name="collision_priority" type="float" setter="set_collision_priority" getter="get_collision_priority" default="1.0">
+ The priority used to solve colliding when occurring penetration. The higher the priority is, the lower the penetration into the object will be. This can for example be used to prevent the player from breaking through the boundaries of a level.
+ </member>
<member name="disable_mode" type="int" setter="set_disable_mode" getter="get_disable_mode" enum="CollisionObject3D.DisableMode" default="0">
Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes.
</member>
diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml
index 920b56c8c6..7ba52c40c6 100644
--- a/doc/classes/PhysicsServer2D.xml
+++ b/doc/classes/PhysicsServer2D.xml
@@ -358,6 +358,13 @@
Returns the physics layer or layers a body can collide with.
</description>
</method>
+ <method name="body_get_collision_priority" qualifiers="const">
+ <return type="float" />
+ <param index="0" name="body" type="RID" />
+ <description>
+ Returns the body's collision priority.
+ </description>
+ </method>
<method name="body_get_constant_force" qualifiers="const">
<return type="Vector2" />
<param index="0" name="body" type="RID" />
@@ -509,6 +516,14 @@
Sets the physics layer or layers a body can collide with.
</description>
</method>
+ <method name="body_set_collision_priority">
+ <return type="void" />
+ <param index="0" name="body" type="RID" />
+ <param index="1" name="priority" type="float" />
+ <description>
+ Sets the body's collision priority.
+ </description>
+ </method>
<method name="body_set_constant_force">
<return type="void" />
<param index="0" name="body" type="RID" />
diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml
index b2456c69ec..d4796fe2cf 100644
--- a/doc/classes/PhysicsServer3D.xml
+++ b/doc/classes/PhysicsServer3D.xml
@@ -338,6 +338,13 @@
Returns the physics layer or layers a body can collide with.
</description>
</method>
+ <method name="body_get_collision_priority" qualifiers="const">
+ <return type="float" />
+ <param index="0" name="body" type="RID" />
+ <description>
+ Returns the body's collision priority.
+ </description>
+ </method>
<method name="body_get_constant_force" qualifiers="const">
<return type="Vector3" />
<param index="0" name="body" type="RID" />
@@ -505,6 +512,14 @@
Sets the physics layer or layers a body can collide with.
</description>
</method>
+ <method name="body_set_collision_priority">
+ <return type="void" />
+ <param index="0" name="body" type="RID" />
+ <param index="1" name="priority" type="float" />
+ <description>
+ Sets the body's collision priority.
+ </description>
+ </method>
<method name="body_set_constant_force">
<return type="void" />
<param index="0" name="body" type="RID" />
diff --git a/doc/classes/PhysicsServer3DExtension.xml b/doc/classes/PhysicsServer3DExtension.xml
index 4188b04e4a..200065de54 100644
--- a/doc/classes/PhysicsServer3DExtension.xml
+++ b/doc/classes/PhysicsServer3DExtension.xml
@@ -286,6 +286,12 @@
<description>
</description>
</method>
+ <method name="_body_get_collision_priority" qualifiers="virtual const">
+ <return type="float" />
+ <param index="0" name="body" type="RID" />
+ <description>
+ </description>
+ </method>
<method name="_body_get_constant_force" qualifiers="virtual const">
<return type="Vector3" />
<param index="0" name="body" type="RID" />
@@ -430,6 +436,13 @@
<description>
</description>
</method>
+ <method name="_body_set_collision_priority" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="body" type="RID" />
+ <param index="1" name="priority" type="float" />
+ <description>
+ </description>
+ </method>
<method name="_body_set_constant_force" qualifiers="virtual">
<return type="void" />
<param index="0" name="body" type="RID" />