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-rw-r--r--doc/classes/PhysicsBody2D.xml37
1 files changed, 2 insertions, 35 deletions
diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml
index 748506baa9..42b1eac5e4 100644
--- a/doc/classes/PhysicsBody2D.xml
+++ b/doc/classes/PhysicsBody2D.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="PhysicsBody2D" inherits="CollisionObject2D" category="Core" version="3.0.alpha.custom_build">
+<class name="PhysicsBody2D" inherits="CollisionObject2D" category="Core" version="3.1">
<brief_description>
Base class for all objects affected by physics in 2D space.
</brief_description>
@@ -7,6 +7,7 @@
PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it.
</description>
<tutorials>
+ http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html
</tutorials>
<demos>
</demos>
@@ -20,13 +21,6 @@
Adds a body to the list of bodies that this body can't collide with.
</description>
</method>
- <method name="get_collision_layer" qualifiers="const">
- <return type="int">
- </return>
- <description>
- Return the physics layer this area is in.
- </description>
- </method>
<method name="get_collision_layer_bit" qualifiers="const">
<return type="bool">
</return>
@@ -36,13 +30,6 @@
Return an individual bit on the collision mask.
</description>
</method>
- <method name="get_collision_mask" qualifiers="const">
- <return type="int">
- </return>
- <description>
- Return the physics layers this area can scan for collisions.
- </description>
- </method>
<method name="get_collision_mask_bit" qualifiers="const">
<return type="bool">
</return>
@@ -61,17 +48,6 @@
Removes a body from the list of bodies that this body can't collide with.
</description>
</method>
- <method name="set_collision_layer">
- <return type="void">
- </return>
- <argument index="0" name="layer" type="int">
- </argument>
- <description>
- Set the physics layers this area is in.
- Collidable objects can exist in any of 32 different layers. These layers are not visual, but more of a tagging system instead. A collidable can use these layers/tags to select with which objects it can collide, using [method set_collision_mask].
- 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.
- </description>
- </method>
<method name="set_collision_layer_bit">
<return type="void">
</return>
@@ -83,15 +59,6 @@
Set/clear individual bits on the layer mask. This makes getting a body in/out of only one layer easier.
</description>
</method>
- <method name="set_collision_mask">
- <return type="void">
- </return>
- <argument index="0" name="mask" type="int">
- </argument>
- <description>
- Set the physics layers this area can scan for collisions.
- </description>
- </method>
<method name="set_collision_mask_bit">
<return type="void">
</return>