Merge pull request #64343 from TokageItLab/priority-ph
This commit is contained in:
commit
5193332d10
30 changed files with 213 additions and 2 deletions
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@ -206,6 +206,9 @@
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The physics layers this CollisionObject2D scans. Collision objects can scan one or more of 32 different layers. See also [member collision_layer].
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[b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
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</member>
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<member name="collision_priority" type="float" setter="set_collision_priority" getter="get_collision_priority" default="1.0">
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The priority used to solve colliding when occurring penetration. The higher the priority is, the lower the penetration into the object will be. This can for example be used to prevent the player from breaking through the boundaries of a level.
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</member>
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<member name="disable_mode" type="int" setter="set_disable_mode" getter="get_disable_mode" enum="CollisionObject2D.DisableMode" default="0">
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Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes.
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</member>
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@ -177,6 +177,9 @@
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The physics layers this CollisionObject3D [b]scans[/b]. Collision objects can scan one or more of 32 different layers. See also [member collision_layer].
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[b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
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</member>
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<member name="collision_priority" type="float" setter="set_collision_priority" getter="get_collision_priority" default="1.0">
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The priority used to solve colliding when occurring penetration. The higher the priority is, the lower the penetration into the object will be. This can for example be used to prevent the player from breaking through the boundaries of a level.
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</member>
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<member name="disable_mode" type="int" setter="set_disable_mode" getter="get_disable_mode" enum="CollisionObject3D.DisableMode" default="0">
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Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes.
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</member>
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@ -358,6 +358,13 @@
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Returns the physics layer or layers a body can collide with.
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</description>
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</method>
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<method name="body_get_collision_priority" qualifiers="const">
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<return type="float" />
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<param index="0" name="body" type="RID" />
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<description>
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Returns the body's collision priority.
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</description>
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</method>
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<method name="body_get_constant_force" qualifiers="const">
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<return type="Vector2" />
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<param index="0" name="body" type="RID" />
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@ -509,6 +516,14 @@
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Sets the physics layer or layers a body can collide with.
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</description>
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</method>
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<method name="body_set_collision_priority">
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<return type="void" />
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<param index="0" name="body" type="RID" />
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<param index="1" name="priority" type="float" />
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<description>
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Sets the body's collision priority.
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</description>
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</method>
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<method name="body_set_constant_force">
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<return type="void" />
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<param index="0" name="body" type="RID" />
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@ -338,6 +338,13 @@
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Returns the physics layer or layers a body can collide with.
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</description>
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</method>
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<method name="body_get_collision_priority" qualifiers="const">
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<return type="float" />
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<param index="0" name="body" type="RID" />
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<description>
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Returns the body's collision priority.
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</description>
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</method>
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<method name="body_get_constant_force" qualifiers="const">
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<return type="Vector3" />
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<param index="0" name="body" type="RID" />
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@ -505,6 +512,14 @@
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Sets the physics layer or layers a body can collide with.
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</description>
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</method>
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<method name="body_set_collision_priority">
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<return type="void" />
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<param index="0" name="body" type="RID" />
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<param index="1" name="priority" type="float" />
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<description>
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Sets the body's collision priority.
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</description>
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</method>
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<method name="body_set_constant_force">
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<return type="void" />
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<param index="0" name="body" type="RID" />
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@ -286,6 +286,12 @@
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<description>
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</description>
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</method>
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<method name="_body_get_collision_priority" qualifiers="virtual const">
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<return type="float" />
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<param index="0" name="body" type="RID" />
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<description>
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</description>
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</method>
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<method name="_body_get_constant_force" qualifiers="virtual const">
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<return type="Vector3" />
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<param index="0" name="body" type="RID" />
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@ -430,6 +436,13 @@
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<description>
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</description>
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</method>
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<method name="_body_set_collision_priority" qualifiers="virtual">
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<return type="void" />
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<param index="0" name="body" type="RID" />
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<param index="1" name="priority" type="float" />
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<description>
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</description>
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</method>
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<method name="_body_set_constant_force" qualifiers="virtual">
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<return type="void" />
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<param index="0" name="body" type="RID" />
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