class_physicsbody2d.rst 9.1 KB

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  1. :github_url: hide
  2. .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
  3. .. DO NOT EDIT THIS FILE, but the PhysicsBody2D.xml source instead.
  4. .. The source is found in doc/classes or modules/<name>/doc_classes.
  5. .. _class_PhysicsBody2D:
  6. PhysicsBody2D
  7. =============
  8. **Inherits:** :ref:`CollisionObject2D<class_CollisionObject2D>` **<** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
  9. **Inherited By:** :ref:`KinematicBody2D<class_KinematicBody2D>`, :ref:`RigidBody2D<class_RigidBody2D>`, :ref:`StaticBody2D<class_StaticBody2D>`
  10. Base class for all objects affected by physics in 2D space.
  11. Description
  12. -----------
  13. PhysicsBody2D is an abstract base class for implementing a physics body. All \*Body2D types inherit from it.
  14. Tutorials
  15. ---------
  16. - :doc:`../tutorials/physics/physics_introduction`
  17. Properties
  18. ----------
  19. +-------------------------+----------------------------------------------------------------------+-------------------------------+
  20. | :ref:`int<class_int>` | :ref:`collision_layer<class_PhysicsBody2D_property_collision_layer>` | ``1`` |
  21. +-------------------------+----------------------------------------------------------------------+-------------------------------+
  22. | :ref:`int<class_int>` | :ref:`collision_mask<class_PhysicsBody2D_property_collision_mask>` | ``1`` |
  23. +-------------------------+----------------------------------------------------------------------+-------------------------------+
  24. | :ref:`bool<class_bool>` | input_pickable | ``false`` *(parent override)* |
  25. +-------------------------+----------------------------------------------------------------------+-------------------------------+
  26. | :ref:`int<class_int>` | :ref:`layers<class_PhysicsBody2D_property_layers>` | |
  27. +-------------------------+----------------------------------------------------------------------+-------------------------------+
  28. Methods
  29. -------
  30. +---------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------+
  31. | void | :ref:`add_collision_exception_with<class_PhysicsBody2D_method_add_collision_exception_with>` **(** :ref:`Node<class_Node>` body **)** |
  32. +---------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------+
  33. | :ref:`Array<class_Array>` | :ref:`get_collision_exceptions<class_PhysicsBody2D_method_get_collision_exceptions>` **(** **)** |
  34. +---------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------+
  35. | :ref:`bool<class_bool>` | :ref:`get_collision_layer_bit<class_PhysicsBody2D_method_get_collision_layer_bit>` **(** :ref:`int<class_int>` bit **)** |const| |
  36. +---------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------+
  37. | :ref:`bool<class_bool>` | :ref:`get_collision_mask_bit<class_PhysicsBody2D_method_get_collision_mask_bit>` **(** :ref:`int<class_int>` bit **)** |const| |
  38. +---------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------+
  39. | void | :ref:`remove_collision_exception_with<class_PhysicsBody2D_method_remove_collision_exception_with>` **(** :ref:`Node<class_Node>` body **)** |
  40. +---------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------+
  41. | void | :ref:`set_collision_layer_bit<class_PhysicsBody2D_method_set_collision_layer_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
  42. +---------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------+
  43. | void | :ref:`set_collision_mask_bit<class_PhysicsBody2D_method_set_collision_mask_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
  44. +---------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------+
  45. Property Descriptions
  46. ---------------------
  47. .. _class_PhysicsBody2D_property_collision_layer:
  48. - :ref:`int<class_int>` **collision_layer**
  49. +-----------+----------------------------+
  50. | *Default* | ``1`` |
  51. +-----------+----------------------------+
  52. | *Setter* | set_collision_layer(value) |
  53. +-----------+----------------------------+
  54. | *Getter* | get_collision_layer() |
  55. +-----------+----------------------------+
  56. The physics layers this area is in.
  57. 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 :ref:`collision_mask<class_PhysicsBody2D_property_collision_mask>` property.
  58. 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 `Collision layers and masks <https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks>`_ in the documentation for more information.
  59. ----
  60. .. _class_PhysicsBody2D_property_collision_mask:
  61. - :ref:`int<class_int>` **collision_mask**
  62. +-----------+---------------------------+
  63. | *Default* | ``1`` |
  64. +-----------+---------------------------+
  65. | *Setter* | set_collision_mask(value) |
  66. +-----------+---------------------------+
  67. | *Getter* | get_collision_mask() |
  68. +-----------+---------------------------+
  69. The physics layers this area scans for collisions. See `Collision layers and masks <https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks>`_ in the documentation for more information.
  70. ----
  71. .. _class_PhysicsBody2D_property_layers:
  72. - :ref:`int<class_int>` **layers**
  73. Both :ref:`collision_layer<class_PhysicsBody2D_property_collision_layer>` and :ref:`collision_mask<class_PhysicsBody2D_property_collision_mask>`. Returns :ref:`collision_layer<class_PhysicsBody2D_property_collision_layer>` when accessed. Updates :ref:`collision_layer<class_PhysicsBody2D_property_collision_layer>` and :ref:`collision_mask<class_PhysicsBody2D_property_collision_mask>` when modified.
  74. Method Descriptions
  75. -------------------
  76. .. _class_PhysicsBody2D_method_add_collision_exception_with:
  77. - void **add_collision_exception_with** **(** :ref:`Node<class_Node>` body **)**
  78. Adds a body to the list of bodies that this body can't collide with.
  79. ----
  80. .. _class_PhysicsBody2D_method_get_collision_exceptions:
  81. - :ref:`Array<class_Array>` **get_collision_exceptions** **(** **)**
  82. Returns an array of nodes that were added as collision exceptions for this body.
  83. ----
  84. .. _class_PhysicsBody2D_method_get_collision_layer_bit:
  85. - :ref:`bool<class_bool>` **get_collision_layer_bit** **(** :ref:`int<class_int>` bit **)** |const|
  86. Returns an individual bit on the :ref:`collision_layer<class_PhysicsBody2D_property_collision_layer>`.
  87. ----
  88. .. _class_PhysicsBody2D_method_get_collision_mask_bit:
  89. - :ref:`bool<class_bool>` **get_collision_mask_bit** **(** :ref:`int<class_int>` bit **)** |const|
  90. Returns an individual bit on the :ref:`collision_mask<class_PhysicsBody2D_property_collision_mask>`.
  91. ----
  92. .. _class_PhysicsBody2D_method_remove_collision_exception_with:
  93. - void **remove_collision_exception_with** **(** :ref:`Node<class_Node>` body **)**
  94. Removes a body from the list of bodies that this body can't collide with.
  95. ----
  96. .. _class_PhysicsBody2D_method_set_collision_layer_bit:
  97. - void **set_collision_layer_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
  98. Sets individual bits on the :ref:`collision_layer<class_PhysicsBody2D_property_collision_layer>` bitmask. Use this if you only need to change one layer's value.
  99. ----
  100. .. _class_PhysicsBody2D_method_set_collision_mask_bit:
  101. - void **set_collision_mask_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
  102. Sets individual bits on the :ref:`collision_mask<class_PhysicsBody2D_property_collision_mask>` bitmask. Use this if you only need to change one layer's value.
  103. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
  104. .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
  105. .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`