godot/doc/classes/PhysicsBody2D.xml
2020-10-13 16:59:49 +01:00

92 lines
3.8 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsBody2D" inherits="CollisionObject2D" version="4.0">
<brief_description>
Base class for all objects affected by physics in 2D space.
</brief_description>
<description>
PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it.
</description>
<tutorials>
<link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
</tutorials>
<methods>
<method name="add_collision_exception_with">
<return type="void">
</return>
<argument index="0" name="body" type="Node">
</argument>
<description>
Adds a body to the list of bodies that this body can't collide with.
</description>
</method>
<method name="get_collision_exceptions">
<return type="PhysicsBody2D[]">
</return>
<description>
Returns an array of nodes that were added as collision exceptions for this body.
</description>
</method>
<method name="get_collision_layer_bit" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="bit" type="int">
</argument>
<description>
Returns an individual bit on the [member collision_layer].
</description>
</method>
<method name="get_collision_mask_bit" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="bit" type="int">
</argument>
<description>
Returns an individual bit on the [member collision_mask].
</description>
</method>
<method name="remove_collision_exception_with">
<return type="void">
</return>
<argument index="0" name="body" type="Node">
</argument>
<description>
Removes a body from the list of bodies that this body can't collide with.
</description>
</method>
<method name="set_collision_layer_bit">
<return type="void">
</return>
<argument index="0" name="bit" type="int">
</argument>
<argument index="1" name="value" type="bool">
</argument>
<description>
Sets individual bits on the [member collision_layer] bitmask. Use this if you only need to change one layer's value.
</description>
</method>
<method name="set_collision_mask_bit">
<return type="void">
</return>
<argument index="0" name="bit" type="int">
</argument>
<argument index="1" name="value" type="bool">
</argument>
<description>
Sets individual bits on the [member collision_mask] bitmask. Use this if you only need to change one layer's value.
</description>
</method>
</methods>
<members>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
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 [member 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. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
The physics layers this area scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="input_pickable" type="bool" setter="set_pickable" getter="is_pickable" override="true" default="false" />
</members>
<constants>
</constants>
</class>