[DOCS] Area/Area2D class ref update

This commit is contained in:
Chris Bradfield 2017-09-24 00:05:39 -07:00
parent 3c857033df
commit 0843d2379c
2 changed files with 66 additions and 50 deletions

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@ -1,10 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Area" inherits="CollisionObject" category="Core" version="3.0.alpha.custom_build">
<brief_description>
General purpose area detection and influence for 3D physics.
General purpose area node for detection and 3D physics influence.
</brief_description>
<description>
General purpose area detection for 3D physics. Areas can be used for detection of objects that enter/exit them, as well as overriding space parameters (changing gravity, damping, etc). For this, use any space override different from AREA_SPACE_OVERRIDE_DISABLE and point gravity at the center of mass.
3D area that detects [CollisionObject] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping).
</description>
<tutorials>
</tutorials>
@ -88,14 +88,14 @@
<return type="Array">
</return>
<description>
Return a list of the areas that are totally or partially inside this area.
Returns a list of intersecting [Area]\ s.
</description>
</method>
<method name="get_overlapping_bodies" qualifiers="const">
<return type="Array">
</return>
<description>
Return a list of the bodies ([PhysicsBody]) that are totally or partially inside this area.
Returns a list of intersecting [PhysicsBody]\ s.
</description>
</method>
<method name="get_priority" qualifiers="const">
@ -169,7 +169,7 @@
<argument index="0" name="area" type="Node">
</argument>
<description>
Return whether the area passed is totally or partially inside this area.
If [code]true[/code] the given area overlaps the Area.
</description>
</method>
<method name="overlaps_body" qualifiers="const">
@ -178,7 +178,7 @@
<argument index="0" name="body" type="Node">
</argument>
<description>
Return whether the body passed is totally or partially inside this area.
If [code]true[/code] the given body overlaps the Area.
</description>
</method>
<method name="set_angular_damp">
@ -374,30 +374,43 @@
</methods>
<members>
<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp">
The rate at which objects stop spinning in this area. Represents the angular velocity lost per second. Values range from [code]0[/code] (no damping) to [code]1[/code] (full damping).
</member>
<member name="audio_bus_name" type="String" setter="set_audio_bus" getter="get_audio_bus">
The name of the area's audio bus.
</member>
<member name="audio_bus_override" type="bool" setter="set_audio_bus_override" getter="is_overriding_audio_bus">
If [code]true[/code] the area's audio bus overrides the default audio bus. Default value: [code]false[/code].
</member>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer">
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 [code]collision_mask[/code].
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
The physics layers this area scans to determine collision detection.
</member>
<member name="gravity" type="float" setter="set_gravity" getter="get_gravity">
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.
</member>
<member name="gravity_distance_scale" type="float" setter="set_gravity_distance_scale" getter="get_gravity_distance_scale">
The falloff factor for point gravity. The greater the value, the faster gravity decreases with distance.
</member>
<member name="gravity_point" type="bool" setter="set_gravity_is_point" getter="is_gravity_a_point">
If [code]true[/code] gravity is calculated from a point (set via [code]gravity_vec[/code]). Also see [code]space_override[/code]. Default value: [code]false[/code].
</member>
<member name="gravity_vec" type="Vector3" setter="set_gravity_vector" getter="get_gravity_vector">
The area's gravity vector (not normalized). If gravity is a point (see [method is_gravity_a_point]), this will be the point of attraction.
</member>
<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp">
The rate at which objects stop moving in this area. Represents the linear velocity lost per second. Values range from [code]0[/code] (no damping) to [code]1[/code] (full damping).
</member>
<member name="monitorable" type="bool" setter="set_monitorable" getter="is_monitorable">
If [code]true[/code] other monitoring areas can detect this area. Default value: [code]true[/code].
</member>
<member name="monitoring" type="bool" setter="set_monitoring" getter="is_monitoring">
If [code]true[/code] the area detects bodies or areas entering and exiting it. Default value: [code]true[/code].
</member>
<member name="priority" type="float" setter="set_priority" getter="get_priority">
The area's priority. Higher priority areas are processed first. Default value: 0.
</member>
<member name="reverb_bus_amount" type="float" setter="set_reverb_amount" getter="get_reverb_amount">
</member>
@ -408,6 +421,7 @@
<member name="reverb_bus_uniformity" type="float" setter="set_reverb_uniformity" getter="get_reverb_uniformity">
</member>
<member name="space_override" type="int" setter="set_space_override_mode" getter="get_space_override_mode" enum="Area.SpaceOverride">
Override mode for gravity and damping calculations within this area. See the SPACE_OVERRIDE_* constants for values.
</member>
</members>
<signals>
@ -415,14 +429,14 @@
<argument index="0" name="area" type="Object">
</argument>
<description>
This signal is triggered only once when an area enters this area. The only parameter passed is the area that entered this area.
Emitted when another area enters.
</description>
</signal>
<signal name="area_exited">
<argument index="0" name="area" type="Object">
</argument>
<description>
This signal is triggered only once when an area exits this area. The only parameter passed is the area that exited this area.
Emitted when another area exits.
</description>
</signal>
<signal name="area_shape_entered">
@ -435,7 +449,7 @@
<argument index="3" name="self_shape" type="int">
</argument>
<description>
This signal triggers only once when an area enters this area. The first parameter is the area's [RID]. The second one is the area as an object. The third one is the index of the shape entering this area, and the fourth one is the index of the shape in this area that reported the entering.
Emitted when another area enters, reporting which areas overlapped.
</description>
</signal>
<signal name="area_shape_exited">
@ -448,21 +462,21 @@
<argument index="3" name="self_shape" type="int">
</argument>
<description>
This signal triggers only once when an area exits this area. The first parameter is the area's [RID]. The second one is the area as an object. The third one is the index of the shape entering this area, and the fourth one is the index of the shape in this area that reported the entering.
Emitted when another area exits, reporting which areas were overlapping.
</description>
</signal>
<signal name="body_entered">
<argument index="0" name="body" type="Object">
</argument>
<description>
This signal is triggered only once when a body enters this area. The only parameter passed is the body that entered this area.
Emitted when a [PhysicsBody] object enters.
</description>
</signal>
<signal name="body_exited">
<argument index="0" name="body" type="Object">
</argument>
<description>
This signal is triggered only once when a body exits this area. The only parameter passed is the body that exited this area.
Emitted when a [PhysicsBody2D] object exits.
</description>
</signal>
<signal name="body_shape_entered">
@ -475,7 +489,7 @@
<argument index="3" name="area_shape" type="int">
</argument>
<description>
This signal triggers only once when a body enters this area. The first parameter is the body's [RID]. The second one is the body as an object. The third one is the index of the shape of the body that entered this area, and the fourth one is the index of the shape in this area that reported the entering.
Emitted when a [PhysicsBody2D] object enters, reporting which shapes overlapped.
</description>
</signal>
<signal name="body_shape_exited">
@ -488,20 +502,25 @@
<argument index="3" name="area_shape" type="int">
</argument>
<description>
This signal triggers only once when a body exits this area. The first parameter is the body's [RID]. The second one is the body as an object. The third one is the index of the shape exiting this area, and the fourth one is the index of the shape in this area that reported the exit.
Emitted when a [PhysicsBody2D] object exits, reporting which shapes were overlapping.
</description>
</signal>
</signals>
<constants>
<constant name="SPACE_OVERRIDE_DISABLED" value="0">
This area does not affect gravity/damping.
</constant>
<constant name="SPACE_OVERRIDE_COMBINE" value="1">
This area adds its gravity/damping values to whatever has been calculated so far (in [code]priority[/code] order).
</constant>
<constant name="SPACE_OVERRIDE_COMBINE_REPLACE" value="2">
This area adds its gravity/damping values to whatever has been calculated so far (in [code]priority[/code] order), ignoring any lower priority areas.
</constant>
<constant name="SPACE_OVERRIDE_REPLACE" value="3">
This area replaces any gravity/damping, even the defaults, ignoring any lower priority areas.
</constant>
<constant name="SPACE_OVERRIDE_REPLACE_COMBINE" value="4">
This area replaces any gravity/damping calculated so far (in [code]priority[/code] order), but keeps calculating the rest of the areas.
</constant>
</constants>
</class>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="Area2D" inherits="CollisionObject2D" category="Core" version="3.0.alpha.custom_build">
<brief_description>
2D area that detects nodes that enter or exit it. Can override 2D physics properties within range.
2D area for detection and 2D physics influence.
</brief_description>
<description>
2D area that detects nodes that enter or exit it. Change the 'space_override' property SPACE_OVERRIDE_* to override physics parameters for nodes like [Rigidbody2D]. E.g. gravity, damping... See [CollisionObject2D] for usage.
2D area that detects [CollisionObject2D] nodes overlapping, entering, or exiting. Can also alter or override local physics parameters (gravity, damping).
</description>
<tutorials>
</tutorials>
@ -88,14 +88,14 @@
<return type="Array">
</return>
<description>
Returns a list of the [Area2D]s that intersect with this area.
Returns a list of intersecting [Area2D]\ s.
</description>
</method>
<method name="get_overlapping_bodies" qualifiers="const">
<return type="Array">
</return>
<description>
Return a list of the [PhysicsBody2D]s that intersect with this area.
Returns a list of intersecting [PhysicsBody2D]\ s.
</description>
</method>
<method name="get_priority" qualifiers="const">
@ -145,7 +145,7 @@
<argument index="0" name="area" type="Node">
</argument>
<description>
Return whether the area passed is totally or partially inside this area.
If [code]true[/code] the given area overlaps the Area2D.
</description>
</method>
<method name="overlaps_body" qualifiers="const">
@ -154,7 +154,7 @@
<argument index="0" name="body" type="Node">
</argument>
<description>
Return whether the body passed is totally or partially inside this area.
If [code]true[/code] the given body overlaps the Area2D.
</description>
</method>
<method name="set_angular_damp">
@ -318,49 +318,46 @@
</methods>
<members>
<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp">
The rate at which objects stop spinning in this area. Represents the amount of speed lost per second. If 1.0, physics bodies in the area stop rotating immediately. If 0.0, they never slow down. Does not incorporate external forces. The physics-update's rate affects 'angular_damp'.
The rate at which objects stop spinning in this area. Represents the angular velocity lost per second. Values range from [code]0[/code] (no damping) to [code]1[/code] (full damping).
</member>
<member name="audio_bus_name" type="String" setter="set_audio_bus_name" getter="get_audio_bus_name">
The name of the Area2D's audio bus.
The name of the area's audio bus.
</member>
<member name="audio_bus_override" type="bool" setter="set_audio_bus_override" getter="is_overriding_audio_bus">
If [code]true[/code], overrides the default audio bus with the Area2D's. Defaults to [code]false[/code].
If [code]true[/code] the area's audio bus overrides the default audio bus. Default value: [code]false[/code].
</member>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer">
The physics layer this Area2D is in.
Collidable objects can exist in any of 32 different layers. These layers are not visual, but more of a tagging system instead. A collidable can use these layers/tags to select with which objects it can collide, using [method set_collision_mask].
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.
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 [code]collision_mask[/code].
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
The physics layers this Area2D scans to determine collision detections.
The physics layers this area scans to determine collision detection.
</member>
<member name="gravity" type="float" setter="set_gravity" getter="get_gravity">
The gravity intensity within the Area2D (ranges -1024 to 1024). This is useful to alter the force of gravity without altering its direction.
This value multiplies the gravity vector, whether it is the given vector ([method set_gravity_vector]), or a calculated one (when using a center of gravity).
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.
</member>
<member name="gravity_distance_scale" type="float" setter="set_gravity_distance_scale" getter="get_gravity_distance_scale">
The falloff factor for point gravity. The greater this value is, the faster the strength of gravity decreases with the square of distance.
The falloff factor for point gravity. The greater the value, the faster gravity decreases with distance.
</member>
<member name="gravity_point" type="bool" setter="set_gravity_is_point" getter="is_gravity_a_point">
If [code]true[/code], calculates gravity from a particular point during a space override (see [method set_space_override_mode]). If a point, [Vector2] position is set with [method set_gravity_vector]. Defaults to [code]false[/code].
If [code]true[/code] gravity is calculated from a point (set via [code]gravity_vec[/code]). Also see [code]space_override[/code]. Default value: [code]false[/code].
</member>
<member name="gravity_vec" type="Vector2" setter="set_gravity_vector" getter="get_gravity_vector">
The gravitational direction/strength as a vector (not normalized). If gravity is a point (see [method is_gravity_a_point]), this will be the attraction center.
The area's gravity vector (not normalized). If gravity is a point (see [method is_gravity_a_point]), this will be the point of attraction.
</member>
<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp">
The rate at which objects stop spinning in this area. Represents the amount of speed lost per second. If 1.0, physics bodies in the area stop rotating immediately. If 0.0, they never slow down. Does not incorporate external forces. The physics-update's rate affects 'angular_damp'.
The rate at which objects stop moving in this area. Represents the linear velocity lost per second. Values range from [code]0[/code] (no damping) to [code]1[/code] (full damping).
</member>
<member name="monitorable" type="bool" setter="set_monitorable" getter="is_monitorable">
If [code]true[/code], other monitoring areas can detect this Area2D (is it undetectable at the moment?). Defaults to [code]true[/code].
If [code]true[/code] other monitoring areas can detect this area. Default value: [code]true[/code].
</member>
<member name="monitoring" type="bool" setter="set_monitoring" getter="is_monitoring">
If [code]true[/code], this detects bodies/areas entering/exiting it (can it detect others at the moment?). Defaults to [code]true[/code].
If [code]true[/code] the area detects bodies or areas entering and exiting it. Default value: [code]true[/code].
</member>
<member name="priority" type="float" setter="set_priority" getter="get_priority">
The processing order for this priority. Ranges from 0 to 128. Defaults to 0. Higher priorities are processed first.
The area's priority. Higher priority areas are processed first. Default value: 0.
</member>
<member name="space_override" type="int" setter="set_space_override_mode" getter="get_space_override_mode" enum="Area2D.SpaceOverride">
How to override gravity and damping calculations within this Area2D, if at all. Consult the SPACE_OVERRIDE_* constants for available options.
Override mode for gravity and damping calculations within this area. See the SPACE_OVERRIDE_* constants for values.
</member>
</members>
<signals>
@ -368,14 +365,14 @@
<argument index="0" name="area" type="Object">
</argument>
<description>
This signal is triggered only once when an area enters this area. The only parameter passed is the area that entered this area.
Emitted when another area enters.
</description>
</signal>
<signal name="area_exited">
<argument index="0" name="area" type="Object">
</argument>
<description>
This signal is triggered only once when an area exits this area. The only parameter passed is the area that exited this area.
Emitted when another area exits.
</description>
</signal>
<signal name="area_shape_entered">
@ -388,7 +385,7 @@
<argument index="3" name="self_shape" type="int">
</argument>
<description>
This signal triggers only once when an area enters this area. The first parameter is the area's [RID]. The second one is the area as an object. The third one is the index of the shape entering this area, and the fourth one is the index of the shape in this area that reported the entering.
Emitted when another area enters, reporting which shapes overlapped.
</description>
</signal>
<signal name="area_shape_exited">
@ -401,21 +398,21 @@
<argument index="3" name="self_shape" type="int">
</argument>
<description>
This signal triggers only once when an area exits this area. The first parameter is the area's [RID]. The second one is the area as an object. The third one is the index of the shape entering this area, and the fourth one is the index of the shape in this area that reported the entering.
Emitted when another area exits, reporting which shapes were overlapping.
</description>
</signal>
<signal name="body_entered">
<argument index="0" name="body" type="Object">
</argument>
<description>
This signal is triggered only once when a body enters this area. The only parameter passed is the body that entered this area.
Emitted when a [PhysicsBody2D] object enters.
</description>
</signal>
<signal name="body_exited">
<argument index="0" name="body" type="Object">
</argument>
<description>
This signal is triggered only once when a body exits this area. The only parameter passed is the body that exited this area.
Emitted when a [PhysicsBody2D] object exits.
</description>
</signal>
<signal name="body_shape_entered">
@ -428,7 +425,7 @@
<argument index="3" name="area_shape" type="int">
</argument>
<description>
This signal triggers only once when a body enters this area. The first parameter is the body's [RID]. The second one is the body as an object. The third one is the index of the shape of the body that entered this area, and the fourth one is the index of the shape in this area that reported the entering.
Emitted when a [PhysicsBody2D] object enters, reporting which shapes overlapped.
</description>
</signal>
<signal name="body_shape_exited">
@ -441,25 +438,25 @@
<argument index="3" name="area_shape" type="int">
</argument>
<description>
This signal triggers only once when a body exits this area. The first parameter is the body's [RID]. The second one is the body as an object. The third one is the index of the shape exiting this area, and the fourth one is the index of the shape in this area that reported the exit.
Emitted when a [PhysicsBody2D] object exits, reporting which shapes were overlapping.
</description>
</signal>
</signals>
<constants>
<constant name="SPACE_OVERRIDE_DISABLED" value="0">
This area does not affect gravity/damp. These are areas that exist only to detect collisions and objects entering or exiting them.
This area does not affect gravity/damping.
</constant>
<constant name="SPACE_OVERRIDE_COMBINE" value="1">
This area adds its gravity/damp values to whatever has been calculated so far. This way, many overlapping areas can combine their physics to make interesting effects.
This area adds its gravity/damping values to whatever has been calculated so far (in [code]priority[/code] order).
</constant>
<constant name="SPACE_OVERRIDE_COMBINE_REPLACE" value="2">
This area adds its gravity/damp values to whatever has been calculated so far. Then stops taking into account the rest of the areas, even the default one.
This area adds its gravity/damping values to whatever has been calculated so far (in [code]priority[/code] order), ignoring any lower priority areas.
</constant>
<constant name="SPACE_OVERRIDE_REPLACE" value="3">
This area replaces any gravity/damp, even the default one, and stops taking into account the rest of the areas.
This area replaces any gravity/damping, even the defaults, ignoring any lower priority areas.
</constant>
<constant name="SPACE_OVERRIDE_REPLACE_COMBINE" value="4">
This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one.
This area replaces any gravity/damping calculated so far (in [code]priority[/code] order), but keeps calculating the rest of the areas.
</constant>
</constants>
</class>