doc: Document default value for PhysicsBody collision layers

Supersedes #28971.

Co-authored-by: Mitch Curtis <mitch.curtis@qt.io>
(cherry picked from commit f3b8fe47b0)
This commit is contained in:
Rémi Verschelde 2019-05-20 12:12:08 +02:00
parent 99f15173c1
commit eae0ef9a80
2 changed files with 14 additions and 10 deletions

View File

@ -32,7 +32,7 @@
<argument index="0" name="bit" type="int">
</argument>
<description>
Returns an individual bit on the collision mask.
Returns an individual bit on the [member collision_layer].
</description>
</method>
<method name="get_collision_mask_bit" qualifiers="const">
@ -41,7 +41,7 @@
<argument index="0" name="bit" type="int">
</argument>
<description>
Returns an individual bit on the collision mask.
Returns an individual bit on the [member collision_mask].
</description>
</method>
<method name="remove_collision_exception_with">
@ -61,7 +61,7 @@
<argument index="1" name="value" type="bool">
</argument>
<description>
Sets individual bits on the layer mask. Use this if you only need to change one layer's value.
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">
@ -72,18 +72,20 @@
<argument index="1" name="value" type="bool">
</argument>
<description>
Sets individual bits on the collision mask. 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.
</description>
</method>
</methods>
<members>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer">
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 collision_mask property.
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.
Default value: 1 (the first layer/bit is enabled).
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
The physics layers this area scans for collisions.
Default value: 1 (the first layer/bit is enabled).
</member>
</members>
<constants>

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@ -32,7 +32,7 @@
<argument index="0" name="bit" type="int">
</argument>
<description>
Returns an individual bit on the collision mask.
Returns an individual bit on the [member collision_layer].
</description>
</method>
<method name="get_collision_mask_bit" qualifiers="const">
@ -41,7 +41,7 @@
<argument index="0" name="bit" type="int">
</argument>
<description>
Returns an individual bit on the collision mask.
Returns an individual bit on the [member collision_mask].
</description>
</method>
<method name="remove_collision_exception_with">
@ -61,7 +61,7 @@
<argument index="1" name="value" type="bool">
</argument>
<description>
Sets individual bits on the layer mask. Use this if you only need to change one layer's value.
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">
@ -72,18 +72,20 @@
<argument index="1" name="value" type="bool">
</argument>
<description>
Sets individual bits on the collision mask. 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.
</description>
</method>
</methods>
<members>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer">
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 collision_mask property.
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.
Default value: 1 (the first layer/bit is enabled).
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
The physics layers this area scans for collisions.
Default value: 1 (the first layer/bit is enabled).
</member>
<member name="layers" type="int" setter="_set_layers" getter="_get_layers">
Both [member collision_layer] and [member collision_mask]. Returns [member collision_layer] when accessed. Updates [member collision_layer] and [member collision_mask] when modified.