doc: Sync classref with current source
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@ -19,7 +19,7 @@
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</argument>
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<description>
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Checks how far the shape can travel toward a point. Note that both the shape and the motion are supplied through a [Physics2DShapeQueryParameters] object. The method will return an array with two floats between 0 and 1, both representing a fraction of [code]motion[/code]. The first is how far the shape can move without triggering a collision, and the second is the point at which a collision will occur. If no collision is detected, the returned array will be [1, 1].
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If the shape can not move, the array will be empty ([code]dir.empty()==true[/code]).
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If the shape can not move, the array will be empty.
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</description>
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</method>
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<method name="collide_shape">
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[code]point[/code]: The intersection point.
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[code]rid[/code]: The intersecting object's [RID].
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[code]shape[/code]: The shape index of the colliding shape.
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If the shape did not intersect anything, then an empty dictionary ([code]dir.empty()==true[/code]) is returned instead.
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If the shape did not intersect anything, then an empty dictionary is returned instead.
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</description>
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</method>
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<method name="intersect_point">
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@ -61,6 +61,10 @@
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</argument>
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<argument index="3" name="collision_layer" type="int" default="2147483647">
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</argument>
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<argument index="4" name="collide_with_bodies" type="bool" default="true">
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</argument>
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<argument index="5" name="collide_with_areas" type="bool" default="false">
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</argument>
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<description>
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Checks whether a point is inside any shape. The shapes the point is inside of are returned in an array containing dictionaries with the following fields:
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[code]collider[/code]: The colliding object.
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@ -68,7 +72,7 @@
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[code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].
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[code]rid[/code]: The intersecting object's [RID].
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[code]shape[/code]: The shape index of the colliding shape.
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Additionally, the method can take an array of objects or [RID]s that are to be excluded from collisions, or a bitmask representing the physics layers to check in.
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Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody]s or [Area]s, respectively.
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</description>
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</method>
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<method name="intersect_ray">
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</argument>
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<argument index="3" name="collision_layer" type="int" default="2147483647">
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</argument>
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<argument index="4" name="collide_with_bodies" type="bool" default="true">
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</argument>
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<argument index="5" name="collide_with_areas" type="bool" default="false">
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</argument>
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<description>
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Intersects a ray in a given space. The returned object is a dictionary with the following fields:
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[code]collider[/code]: The colliding object.
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[code]position[/code]: The intersection point.
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[code]rid[/code]: The intersecting object's [RID].
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[code]shape[/code]: The shape index of the colliding shape.
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If the ray did not intersect anything, then an empty dictionary ([code]dir.empty()==true[/code]) is returned instead.
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Additionally, the method can take an array of objects or [RID]s that are to be excluded from collisions, or a bitmask representing the physics layers to check in.
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If the ray did not intersect anything, then an empty dictionary is returned instead.
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Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody]s or [Area]s, respectively.
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</description>
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</method>
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<method name="intersect_shape">
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