classref: Sync with current upstream master branch

This commit is contained in:
Rémi Verschelde
2017-09-23 11:01:36 +02:00
parent 5e952ae7d5
commit 0cc4b36524
467 changed files with 5484 additions and 2561 deletions

View File

@@ -1,5 +1,6 @@
.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the doc/base/classes.xml source instead.
.. DO NOT EDIT THIS FILE, but the PhysicsBody2D.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
.. _class_PhysicsBody2D:
@@ -15,7 +16,7 @@ PhysicsBody2D
Brief Description
-----------------
Base class for all objects affected by physics.
Base class for all objects affected by physics in 2D space.
Member Functions
----------------
@@ -45,9 +46,11 @@ Member Functions
Member Variables
----------------
- :ref:`int<class_int>` **collision_layer**
- :ref:`int<class_int>` **collision_mask**
- :ref:`int<class_int>` **layers**
- :ref:`int<class_int>` **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.
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.
- :ref:`int<class_int>` **collision_mask** - The physics layers this area can scan for collisions.
- :ref:`int<class_int>` **layers** - Both collision_layer and collision_mask. Returns collision_layer when accessed. Updates collision_layers and collision_mask when modified.
Description
-----------
@@ -61,6 +64,8 @@ Member Function Description
- void **add_collision_exception_with** **(** :ref:`Node<class_node>` body **)**
Adds a body to the list of bodies that this body can't collide with.
.. _class_PhysicsBody2D_get_collision_layer:
- :ref:`int<class_int>` **get_collision_layer** **(** **)** const
@@ -89,6 +94,8 @@ Return an individual bit on the collision mask.
- void **remove_collision_exception_with** **(** :ref:`Node<class_node>` body **)**
Removes a body from the list of bodies that this body can't collide with.
.. _class_PhysicsBody2D_set_collision_layer:
- void **set_collision_layer** **(** :ref:`int<class_int>` layer **)**