From 071871b787684d03fd924f69603107860c8bdb99 Mon Sep 17 00:00:00 2001 From: Marcel Admiraal Date: Tue, 13 Oct 2020 14:09:31 +0100 Subject: Move collision layer and mask into CollisionObject. --- doc/classes/PhysicsBody3D.xml | 48 ------------------------------------------- 1 file changed, 48 deletions(-) (limited to 'doc/classes/PhysicsBody3D.xml') diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml index 7de65603f9..2ad1e513c2 100644 --- a/doc/classes/PhysicsBody3D.xml +++ b/doc/classes/PhysicsBody3D.xml @@ -26,24 +26,6 @@ Returns an array of nodes that were added as collision exceptions for this body. - - - - - - - Returns an individual bit on the [member collision_layer]. - - - - - - - - - Returns an individual bit on the [member collision_mask]. - - @@ -53,38 +35,8 @@ Removes a body from the list of bodies that this body can't collide with. - - - - - - - - - Sets individual bits on the [member collision_layer] bitmask. Use this if you only need to change one layer's value. - - - - - - - - - - - Sets individual bits on the [member collision_mask] bitmask. Use this if you only need to change one layer's value. - - - - 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. 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. - - - The physics layers this area scans for collisions. 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. - -- cgit v1.2.3