Reference the online documentation in collision layer/mask properties
See https://github.com/godotengine/godot-docs/pull/3863.
(cherry picked from commit c73c327bab)
This commit is contained in:
committed by
Rémi Verschelde
parent
1b6d116dfb
commit
cc3b69cf7b
@ -96,10 +96,10 @@
|
||||
If [code]true[/code], the area's audio bus overrides the default audio bus.
|
||||
</member>
|
||||
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
|
||||
The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask].
|
||||
The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask]. 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.
|
||||
</member>
|
||||
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
|
||||
The physics layers this area scans to determine collision detection.
|
||||
The physics layers this area scans to determine collision detection. 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.
|
||||
</member>
|
||||
<member name="gravity" type="float" setter="set_gravity" getter="get_gravity" default="9.8">
|
||||
The area's gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction.
|
||||
|
||||
@ -97,10 +97,10 @@
|
||||
If [code]true[/code], the area's audio bus overrides the default audio bus.
|
||||
</member>
|
||||
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
|
||||
The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask].
|
||||
The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask]. 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.
|
||||
</member>
|
||||
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
|
||||
The physics layers this area scans to determine collision detection.
|
||||
The physics layers this area scans to determine collision detection. 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.
|
||||
</member>
|
||||
<member name="gravity" type="float" setter="set_gravity" getter="get_gravity" default="98.0">
|
||||
The area's gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction.
|
||||
|
||||
@ -90,7 +90,7 @@
|
||||
If [code]true[/code], the camera stops on contact with [PhysicsBody]s.
|
||||
</member>
|
||||
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
|
||||
The camera's collision mask. Only objects in at least one collision layer matching the mask will be detected.
|
||||
The camera's collision mask. Only objects in at least one collision layer matching the mask will be detected. 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.
|
||||
</member>
|
||||
<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.0">
|
||||
The camera's collision margin. The camera can't get closer than this distance to a colliding object.
|
||||
|
||||
@ -27,7 +27,7 @@
|
||||
If [code]true[/code], the query will take [PhysicsBody2D]s into account.
|
||||
</member>
|
||||
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="2147483647">
|
||||
The physics layer(s) the query will take into account (as a bitmask).
|
||||
The physics layer(s) the query will take into account (as a bitmask). 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.
|
||||
</member>
|
||||
<member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[ ]">
|
||||
The list of objects or object [RID]s that will be excluded from collisions.
|
||||
|
||||
@ -80,10 +80,10 @@
|
||||
<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.
|
||||
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.
|
||||
</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.
|
||||
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.
|
||||
</member>
|
||||
</members>
|
||||
<constants>
|
||||
|
||||
@ -80,10 +80,10 @@
|
||||
<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.
|
||||
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.
|
||||
</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.
|
||||
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.
|
||||
</member>
|
||||
<member name="input_pickable" type="bool" setter="set_pickable" getter="is_pickable" override="true" default="false" />
|
||||
<member name="layers" type="int" setter="_set_layers" getter="_get_layers">
|
||||
|
||||
@ -27,7 +27,7 @@
|
||||
If [code]true[/code], the query will take [PhysicsBody]s into account.
|
||||
</member>
|
||||
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="2147483647">
|
||||
The physics layer(s) the query will take into account (as a bitmask).
|
||||
The physics layer(s) the query will take into account (as a bitmask). 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.
|
||||
</member>
|
||||
<member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[ ]">
|
||||
The list of objects or object [RID]s that will be excluded from collisions.
|
||||
|
||||
@ -136,7 +136,7 @@
|
||||
If [code]true[/code], collision with [PhysicsBody]s will be reported.
|
||||
</member>
|
||||
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
|
||||
The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected.
|
||||
The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. 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.
|
||||
</member>
|
||||
<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="false">
|
||||
If [code]true[/code], collisions will be reported.
|
||||
|
||||
@ -133,7 +133,7 @@
|
||||
If [code]true[/code], collision with [PhysicsBody2D]s will be reported.
|
||||
</member>
|
||||
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
|
||||
The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected.
|
||||
The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. 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.
|
||||
</member>
|
||||
<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="false">
|
||||
If [code]true[/code], collisions will be reported.
|
||||
|
||||
@ -82,10 +82,10 @@
|
||||
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
|
||||
The physics layers this SoftBody 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.
|
||||
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.
|
||||
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.
|
||||
</member>
|
||||
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
|
||||
The physics layers this SoftBody scans for collisions.
|
||||
The physics layers this SoftBody 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.
|
||||
</member>
|
||||
<member name="damping_coefficient" type="float" setter="set_damping_coefficient" getter="get_damping_coefficient" default="0.01">
|
||||
</member>
|
||||
|
||||
@ -47,7 +47,7 @@
|
||||
</methods>
|
||||
<members>
|
||||
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
|
||||
The layers against which the collision check shall be done.
|
||||
The layers against which the collision check shall be done. 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.
|
||||
</member>
|
||||
<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.01">
|
||||
When the collision check is made, a candidate length for the SpringArm is given.
|
||||
|
||||
@ -287,10 +287,10 @@
|
||||
Friction value for static body collisions (see [code]collision_use_kinematic[/code]).
|
||||
</member>
|
||||
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
|
||||
The collision layer(s) for all colliders in the TileMap.
|
||||
The collision layer(s) for all colliders in the TileMap. 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.
|
||||
</member>
|
||||
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
|
||||
The collision mask(s) for all colliders in the TileMap.
|
||||
The collision mask(s) for all colliders in the TileMap. 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.
|
||||
</member>
|
||||
<member name="collision_use_kinematic" type="bool" setter="set_collision_use_kinematic" getter="get_collision_use_kinematic" default="false">
|
||||
If [code]true[/code], TileMap collisions will be handled as a kinematic body. If [code]false[/code], collisions will be handled as static body.
|
||||
|
||||
Reference in New Issue
Block a user