doc: Document default value for PhysicsBody collision layers
Supersedes #28971.
Co-authored-by: Mitch Curtis <mitch.curtis@qt.io>
(cherry picked from commit f3b8fe47b0
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<argument index="0" name="bit" type="int">
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</argument>
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<description>
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Returns an individual bit on the collision mask.
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Returns an individual bit on the [member collision_layer].
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</description>
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</method>
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<method name="get_collision_mask_bit" qualifiers="const">
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<argument index="0" name="bit" type="int">
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</argument>
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<description>
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Returns an individual bit on the collision mask.
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Returns an individual bit on the [member collision_mask].
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</description>
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</method>
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<method name="remove_collision_exception_with">
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<argument index="1" name="value" type="bool">
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</argument>
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<description>
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Sets individual bits on the layer mask. Use this if you only need to change one layer's value.
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Sets individual bits on the [member collision_layer] bitmask. Use this if you only need to change one layer's value.
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</description>
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</method>
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<method name="set_collision_mask_bit">
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<argument index="1" name="value" type="bool">
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</argument>
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<description>
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Sets individual bits on the collision mask. Use this if you only need to change one layer's value.
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Sets individual bits on the [member collision_mask] bitmask. Use this if you only need to change one layer's value.
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</description>
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</method>
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</methods>
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<members>
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<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer">
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The physics layers this area is in.
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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 collision_mask property.
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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.
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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.
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Default value: 1 (the first layer/bit is enabled).
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
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The physics layers this area scans for collisions.
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Default value: 1 (the first layer/bit is enabled).
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</member>
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</members>
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<constants>
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@ -32,7 +32,7 @@
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<argument index="0" name="bit" type="int">
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</argument>
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<description>
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Returns an individual bit on the collision mask.
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Returns an individual bit on the [member collision_layer].
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</description>
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</method>
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<method name="get_collision_mask_bit" qualifiers="const">
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@ -41,7 +41,7 @@
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<argument index="0" name="bit" type="int">
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</argument>
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<description>
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Returns an individual bit on the collision mask.
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Returns an individual bit on the [member collision_mask].
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</description>
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</method>
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<method name="remove_collision_exception_with">
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<argument index="1" name="value" type="bool">
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</argument>
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<description>
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Sets individual bits on the layer mask. Use this if you only need to change one layer's value.
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Sets individual bits on the [member collision_layer] bitmask. Use this if you only need to change one layer's value.
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</description>
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</method>
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<method name="set_collision_mask_bit">
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@ -72,18 +72,20 @@
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<argument index="1" name="value" type="bool">
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</argument>
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<description>
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Sets individual bits on the collision mask. Use this if you only need to change one layer's value.
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Sets individual bits on the [member collision_mask] bitmask. Use this if you only need to change one layer's value.
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</description>
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</method>
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</methods>
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<members>
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<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer">
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The physics layers this area is in.
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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 collision_mask property.
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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.
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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.
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Default value: 1 (the first layer/bit is enabled).
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
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The physics layers this area scans for collisions.
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Default value: 1 (the first layer/bit is enabled).
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</member>
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<member name="layers" type="int" setter="_set_layers" getter="_get_layers">
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Both [member collision_layer] and [member collision_mask]. Returns [member collision_layer] when accessed. Updates [member collision_layer] and [member collision_mask] when modified.
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