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-rw-r--r--doc/classes/Area3D.xml50
1 files changed, 2 insertions, 48 deletions
diff --git a/doc/classes/Area3D.xml b/doc/classes/Area3D.xml
index 4271769155..e69a89a836 100644
--- a/doc/classes/Area3D.xml
+++ b/doc/classes/Area3D.xml
@@ -1,34 +1,16 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Area3D" inherits="CollisionObject3D" version="4.0">
<brief_description>
- General-purpose area node for detection and 3D physics influence.
+ 3D area for detection and physics and audio influence.
</brief_description>
<description>
- 3D area that detects [CollisionObject3D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping).
+ 3D area that detects [CollisionObject3D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping) and route audio to custom audio buses.
</description>
<tutorials>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
<link title="GUI in 3D Demo">https://godotengine.org/asset-library/asset/127</link>
</tutorials>
<methods>
- <method name="get_collision_layer_bit" qualifiers="const">
- <return type="bool">
- </return>
- <argument index="0" name="bit" type="int">
- </argument>
- <description>
- Returns an individual bit on the layer mask.
- </description>
- </method>
- <method name="get_collision_mask_bit" qualifiers="const">
- <return type="bool">
- </return>
- <argument index="0" name="bit" type="int">
- </argument>
- <description>
- Returns an individual bit on the collision mask.
- </description>
- </method>
<method name="get_overlapping_areas" qualifiers="const">
<return type="Area3D[]">
</return>
@@ -64,28 +46,6 @@
The [code]body[/code] argument can either be a [PhysicsBody3D] or a [GridMap] instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
</description>
</method>
- <method name="set_collision_layer_bit">
- <return type="void">
- </return>
- <argument index="0" name="bit" type="int">
- </argument>
- <argument index="1" name="value" type="bool">
- </argument>
- <description>
- Set/clear individual bits on the layer mask. This simplifies editing this [Area3D]'s layers.
- </description>
- </method>
- <method name="set_collision_mask_bit">
- <return type="void">
- </return>
- <argument index="0" name="bit" type="int">
- </argument>
- <argument index="1" name="value" type="bool">
- </argument>
- <description>
- Set/clear individual bits on the collision mask. This simplifies editing which [Area3D] layers this [Area3D] scans.
- </description>
- </method>
</methods>
<members>
<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="0.1">
@@ -98,12 +58,6 @@
<member name="audio_bus_override" type="bool" setter="set_audio_bus_override" getter="is_overriding_audio_bus" default="false">
If [code]true[/code], the area's audio bus overrides the default audio bus.
</member>
- <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
- The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask]. 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.
- </member>
- <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
- The physics layers this area scans to determine collision detection. 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.
- </member>
<member name="gravity" type="float" setter="set_gravity" getter="get_gravity" default="9.8">
The area's gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction.
</member>