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-rw-r--r--doc/classes/Physics2DDirectSpaceState.xml30
1 files changed, 4 insertions, 26 deletions
diff --git a/doc/classes/Physics2DDirectSpaceState.xml b/doc/classes/Physics2DDirectSpaceState.xml
index ca7dbab8b8..f63b8f17bc 100644
--- a/doc/classes/Physics2DDirectSpaceState.xml
+++ b/doc/classes/Physics2DDirectSpaceState.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="Physics2DDirectSpaceState" inherits="Object" category="Core" version="3.0-alpha">
+<class name="Physics2DDirectSpaceState" inherits="Object" category="Core" version="3.0-beta">
<brief_description>
Direct access object to a space in the [Physics2DServer].
</brief_description>
@@ -18,7 +18,7 @@
</argument>
<description>
Check whether the shape can travel to a point. If it can, the method will return an array with two floats: The first is the distance the shape can move in that direction without colliding, and the second is the distance at which it will collide.
- If the shape can not move, the array will be empty.
+ If the shape can not move, the array will be empty.
</description>
</method>
<method name="collide_shape">
@@ -61,8 +61,6 @@
</argument>
<argument index="3" name="collision_layer" type="int" default="2147483647">
</argument>
- <argument index="4" name="type_mask" type="int" default="15">
- </argument>
<description>
Check whether a point is inside any shape. The shapes the point is inside of are returned in an array containing dictionaries with the following fields:
shape: Shape index within the object the point is in.
@@ -70,7 +68,7 @@
collider_id: Id of the object the point is in.
collider: Object the point is inside of.
rid: [RID] of the object the point is in.
- Additionally, the method can take an array of objects or [RID]s that are to be excluded from collisions, a bitmask representing the physics layers to check in, and another bitmask for the types of objects to check (see TYPE_MASK_* constants).
+ Additionally, the method can take an array of objects or [RID]s that are to be excluded from collisions, or a bitmask representing the physics layers to check in.
</description>
</method>
<method name="intersect_ray">
@@ -84,8 +82,6 @@
</argument>
<argument index="3" name="collision_layer" type="int" default="2147483647">
</argument>
- <argument index="4" name="type_mask" type="int" default="15">
- </argument>
<description>
Intersect a ray in a given space. The returned object is a dictionary with the following fields:
position: Place where ray is stopped.
@@ -96,7 +92,7 @@
collider: Object against which the ray was stopped.
rid: [RID] of the object against which the ray was stopped.
If the ray did not intersect anything, then an empty dictionary (dir.empty()==true) is returned instead.
- Additionally, the method can take an array of objects or [RID]s that are to be excluded from collisions, a bitmask representing the physics layers to check in, and another bitmask for the types of objects to check (see TYPE_MASK_* constants).
+ Additionally, the method can take an array of objects or [RID]s that are to be excluded from collisions, or a bitmask representing the physics layers to check in.
</description>
</method>
<method name="intersect_shape">
@@ -118,23 +114,5 @@
</method>
</methods>
<constants>
- <constant name="TYPE_MASK_STATIC_BODY" value="1">
- Check for collisions with static bodies.
- </constant>
- <constant name="TYPE_MASK_KINEMATIC_BODY" value="2">
- Check for collisions with kinematic bodies.
- </constant>
- <constant name="TYPE_MASK_RIGID_BODY" value="4">
- Check for collisions with rigid bodies.
- </constant>
- <constant name="TYPE_MASK_CHARACTER_BODY" value="8">
- Check for collisions with rigid bodies in character mode.
- </constant>
- <constant name="TYPE_MASK_COLLISION" value="15">
- Check for collisions with any kind of bodies (but not areas).
- </constant>
- <constant name="TYPE_MASK_AREA" value="16">
- Check for collisions with areas.
- </constant>
</constants>
</class>