:github_url: hide .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. .. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. .. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicsBody2D.xml. .. _class_PhysicsBody2D: PhysicsBody2D ============= **Inherits:** :ref:`CollisionObject2D` **<** :ref:`Node2D` **<** :ref:`CanvasItem` **<** :ref:`Node` **<** :ref:`Object` **Inherited By:** :ref:`CharacterBody2D`, :ref:`RigidDynamicBody2D`, :ref:`StaticBody2D` Base class for all objects affected by physics in 2D space. Description ----------- PhysicsBody2D is an abstract base class for implementing a physics body. All \*Body2D types inherit from it. Tutorials --------- - :doc:`Physics introduction <../tutorials/physics/physics_introduction>` Properties ---------- +-------------------------+----------------+-------------------------------------------------------------------------------------------------+ | :ref:`bool` | input_pickable | ``false`` (overrides :ref:`CollisionObject2D`) | +-------------------------+----------------+-------------------------------------------------------------------------------------------------+ Methods ------- +---------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`add_collision_exception_with` **(** :ref:`Node` body **)** | +---------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`PhysicsBody2D[]` | :ref:`get_collision_exceptions` **(** **)** | +---------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`KinematicCollision2D` | :ref:`move_and_collide` **(** :ref:`Vector2` distance, :ref:`bool` test_only=false, :ref:`float` safe_margin=0.08 **)** | +---------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`remove_collision_exception_with` **(** :ref:`Node` body **)** | +---------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`test_move` **(** :ref:`Transform2D` from, :ref:`Vector2` distance, :ref:`KinematicCollision2D` collision=null, :ref:`float` safe_margin=0.08 **)** | +---------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ Method Descriptions ------------------- .. _class_PhysicsBody2D_method_add_collision_exception_with: - void **add_collision_exception_with** **(** :ref:`Node` body **)** Adds a body to the list of bodies that this body can't collide with. ---- .. _class_PhysicsBody2D_method_get_collision_exceptions: - :ref:`PhysicsBody2D[]` **get_collision_exceptions** **(** **)** Returns an array of nodes that were added as collision exceptions for this body. ---- .. _class_PhysicsBody2D_method_move_and_collide: - :ref:`KinematicCollision2D` **move_and_collide** **(** :ref:`Vector2` distance, :ref:`bool` test_only=false, :ref:`float` safe_margin=0.08 **)** Moves the body along the vector ``distance``. In order to be frame rate independent in :ref:`Node._physics_process` or :ref:`Node._process`, ``distance`` should be computed using ``delta``. Returns a :ref:`KinematicCollision2D`, which contains information about the collision when stopped, or when touching another body along the motion. If ``test_only`` is ``true``, the body does not move but the would-be collision information is given. \ ``safe_margin`` is the extra margin used for collision recovery (see :ref:`CharacterBody2D.collision/safe_margin` for more details). ---- .. _class_PhysicsBody2D_method_remove_collision_exception_with: - void **remove_collision_exception_with** **(** :ref:`Node` body **)** Removes a body from the list of bodies that this body can't collide with. ---- .. _class_PhysicsBody2D_method_test_move: - :ref:`bool` **test_move** **(** :ref:`Transform2D` from, :ref:`Vector2` distance, :ref:`KinematicCollision2D` collision=null, :ref:`float` safe_margin=0.08 **)** Checks for collisions without moving the body. In order to be frame rate independent in :ref:`Node._physics_process` or :ref:`Node._process`, ``distance`` should be computed using ``delta``. Virtually sets the node's position, scale and rotation to that of the given :ref:`Transform2D`, then tries to move the body along the vector ``distance``. Returns ``true`` if a collision would stop the body from moving along the whole path. \ ``collision`` is an optional object of type :ref:`KinematicCollision2D`, which contains additional information about the collision when stopped, or when touching another body along the motion. \ ``safe_margin`` is the extra margin used for collision recovery (see :ref:`CharacterBody2D.collision/safe_margin` for more details). .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)` .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)` .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)` .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`