diff options
Diffstat (limited to 'doc/classes/PhysicsBody2D.xml')
-rw-r--r-- | doc/classes/PhysicsBody2D.xml | 37 |
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> |