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- .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
- .. 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:
- PhysicsBody2D
- =============
- **Inherits:** :ref:`CollisionObject2D<class_collisionobject2d>` **<** :ref:`Node2D<class_node2d>` **<** :ref:`CanvasItem<class_canvasitem>` **<** :ref:`Node<class_node>` **<** :ref:`Object<class_object>`
- **Inherited By:** :ref:`RigidBody2D<class_rigidbody2d>`, :ref:`StaticBody2D<class_staticbody2d>`, :ref:`KinematicBody2D<class_kinematicbody2d>`
- **Category:** Core
- Brief Description
- -----------------
- Base class for all objects affected by physics in 2D space.
- Member Functions
- ----------------
- +--------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`add_collision_exception_with<class_PhysicsBody2D_add_collision_exception_with>` **(** :ref:`Node<class_node>` body **)** |
- +--------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`bool<class_bool>` | :ref:`get_collision_layer_bit<class_PhysicsBody2D_get_collision_layer_bit>` **(** :ref:`int<class_int>` bit **)** const |
- +--------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`bool<class_bool>` | :ref:`get_collision_mask_bit<class_PhysicsBody2D_get_collision_mask_bit>` **(** :ref:`int<class_int>` bit **)** const |
- +--------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`remove_collision_exception_with<class_PhysicsBody2D_remove_collision_exception_with>` **(** :ref:`Node<class_node>` body **)** |
- +--------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`set_collision_layer_bit<class_PhysicsBody2D_set_collision_layer_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
- +--------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`set_collision_mask_bit<class_PhysicsBody2D_set_collision_mask_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
- +--------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------+
- Member Variables
- ----------------
- .. _class_PhysicsBody2D_collision_layer:
- - :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.
- .. _class_PhysicsBody2D_collision_mask:
- - :ref:`int<class_int>` **collision_mask** - The physics layers this area can scan for collisions.
- .. _class_PhysicsBody2D_layers:
- - :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
- -----------
- PhysicsBody2D is an abstract base class for implementing a physics body. All \*Body2D types inherit from it.
- Member Function Description
- ---------------------------
- .. _class_PhysicsBody2D_add_collision_exception_with:
- - 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_bit:
- - :ref:`bool<class_bool>` **get_collision_layer_bit** **(** :ref:`int<class_int>` bit **)** const
- Return an individual bit on the collision mask.
- .. _class_PhysicsBody2D_get_collision_mask_bit:
- - :ref:`bool<class_bool>` **get_collision_mask_bit** **(** :ref:`int<class_int>` bit **)** const
- Return an individual bit on the collision mask.
- .. _class_PhysicsBody2D_remove_collision_exception_with:
- - 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_bit:
- - void **set_collision_layer_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
- Set/clear individual bits on the layer mask. This makes getting a body in/out of only one layer easier.
- .. _class_PhysicsBody2D_set_collision_mask_bit:
- - void **set_collision_mask_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
- Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.
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