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Diffstat (limited to 'doc/classes/PhysicsBody3D.xml')
-rw-r--r-- | doc/classes/PhysicsBody3D.xml | 91 |
1 files changed, 91 insertions, 0 deletions
diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml new file mode 100644 index 0000000000..2301a07a5c --- /dev/null +++ b/doc/classes/PhysicsBody3D.xml @@ -0,0 +1,91 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="PhysicsBody3D" inherits="CollisionObject3D" version="4.0"> + <brief_description> + Base class for all objects affected by physics in 3D space. + </brief_description> + <description> + PhysicsBody3D is an abstract base class for implementing a physics body. All *Body types inherit from it. + </description> + <tutorials> + <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + </tutorials> + <methods> + <method name="add_collision_exception_with"> + <return type="void"> + </return> + <argument index="0" name="body" type="Node"> + </argument> + <description> + Adds a body to the list of bodies that this body can't collide with. + </description> + </method> + <method name="get_collision_exceptions"> + <return type="PhysicsBody3D[]"> + </return> + <description> + Returns an array of nodes that were added as collision exceptions for this body. + </description> + </method> + <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 [member collision_layer]. + </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 [member collision_mask]. + </description> + </method> + <method name="remove_collision_exception_with"> + <return type="void"> + </return> + <argument index="0" name="body" type="Node"> + </argument> + <description> + Removes a body from the list of bodies that this body can't collide with. + </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> + Sets individual bits on the [member collision_layer] bitmask. Use this if you only need to change one layer's value. + </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> + Sets individual bits on the [member collision_mask] bitmask. Use this if you only need to change one layer's value. + </description> + </method> + </methods> + <members> + <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> + The physics layers this area is in. + Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the [member collision_mask] property. + 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. + </member> + <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> + The physics layers this area scans for collisions. + </member> + </members> + <constants> + </constants> +</class> |