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123 lines
4.4 KiB
XML
123 lines
4.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PhysicsBody2D" inherits="CollisionObject2D" category="Core" version="3.0.alpha.custom_build">
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<brief_description>
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Base class for all objects affected by physics in 2D space.
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</brief_description>
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<description>
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PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it.
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</description>
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<tutorials>
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</tutorials>
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<demos>
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</demos>
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<methods>
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<method name="add_collision_exception_with">
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<return type="void">
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</return>
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<argument index="0" name="body" type="Node">
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</argument>
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<description>
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Adds a body to the list of bodies that this body can't collide with.
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</description>
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</method>
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<method name="get_collision_layer" qualifiers="const">
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<return type="int">
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</return>
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<description>
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Return the physics layer this area is in.
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</description>
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</method>
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<method name="get_collision_layer_bit" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="bit" type="int">
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</argument>
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<description>
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Return an individual bit on the collision mask.
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</description>
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</method>
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<method name="get_collision_mask" qualifiers="const">
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<return type="int">
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</return>
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<description>
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Return the physics layers this area can scan for collisions.
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</description>
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</method>
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<method name="get_collision_mask_bit" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="bit" type="int">
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</argument>
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<description>
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Return an individual bit on the collision mask.
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</description>
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</method>
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<method name="remove_collision_exception_with">
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<return type="void">
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</return>
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<argument index="0" name="body" type="Node">
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</argument>
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<description>
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Removes a body from the list of bodies that this body can't collide with.
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</description>
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</method>
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<method name="set_collision_layer">
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<return type="void">
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</return>
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<argument index="0" name="layer" type="int">
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</argument>
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<description>
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Set the physics layers this area is in.
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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].
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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.
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</description>
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</method>
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<method name="set_collision_layer_bit">
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<return type="void">
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</return>
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<argument index="0" name="bit" type="int">
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</argument>
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<argument index="1" name="value" type="bool">
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</argument>
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<description>
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Set/clear individual bits on the layer mask. This makes getting a body in/out of only one layer easier.
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</description>
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</method>
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<method name="set_collision_mask">
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<return type="void">
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</return>
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<argument index="0" name="mask" type="int">
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</argument>
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<description>
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Set the physics layers this area can scan for collisions.
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</description>
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</method>
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<method name="set_collision_mask_bit">
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<return type="void">
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</return>
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<argument index="0" name="bit" type="int">
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</argument>
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<argument index="1" name="value" type="bool">
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</argument>
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<description>
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Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.
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</description>
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</method>
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</methods>
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<members>
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<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer">
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The physics layers this area is in.
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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.
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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.
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
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The physics layers this area can scan for collisions.
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</member>
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<member name="layers" type="int" setter="_set_layers" getter="_get_layers">
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Both collision_layer and collision_mask. Returns collision_layer when accessed. Updates collision_layers and collision_mask when modified.
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</member>
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</members>
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<constants>
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</constants>
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</class>
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