class_physicsbody2d.rst 7.7 KB

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  1. .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
  2. .. DO NOT EDIT THIS FILE, but the PhysicsBody2D.xml source instead.
  3. .. The source is found in doc/classes or modules/<name>/doc_classes.
  4. .. _class_PhysicsBody2D:
  5. PhysicsBody2D
  6. =============
  7. **Inherits:** :ref:`CollisionObject2D<class_collisionobject2d>` **<** :ref:`Node2D<class_node2d>` **<** :ref:`CanvasItem<class_canvasitem>` **<** :ref:`Node<class_node>` **<** :ref:`Object<class_object>`
  8. **Inherited By:** :ref:`RigidBody2D<class_rigidbody2d>`, :ref:`StaticBody2D<class_staticbody2d>`, :ref:`KinematicBody2D<class_kinematicbody2d>`
  9. **Category:** Core
  10. Brief Description
  11. -----------------
  12. Base class for all objects affected by physics in 2D space.
  13. Member Functions
  14. ----------------
  15. +--------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
  16. | void | :ref:`add_collision_exception_with<class_PhysicsBody2D_add_collision_exception_with>` **(** :ref:`Node<class_node>` body **)** |
  17. +--------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
  18. | :ref:`int<class_int>` | :ref:`get_collision_layer<class_PhysicsBody2D_get_collision_layer>` **(** **)** const |
  19. +--------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
  20. | :ref:`bool<class_bool>` | :ref:`get_collision_layer_bit<class_PhysicsBody2D_get_collision_layer_bit>` **(** :ref:`int<class_int>` bit **)** const |
  21. +--------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
  22. | :ref:`int<class_int>` | :ref:`get_collision_mask<class_PhysicsBody2D_get_collision_mask>` **(** **)** const |
  23. +--------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
  24. | :ref:`bool<class_bool>` | :ref:`get_collision_mask_bit<class_PhysicsBody2D_get_collision_mask_bit>` **(** :ref:`int<class_int>` bit **)** const |
  25. +--------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
  26. | void | :ref:`remove_collision_exception_with<class_PhysicsBody2D_remove_collision_exception_with>` **(** :ref:`Node<class_node>` body **)** |
  27. +--------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
  28. | void | :ref:`set_collision_layer<class_PhysicsBody2D_set_collision_layer>` **(** :ref:`int<class_int>` layer **)** |
  29. +--------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
  30. | void | :ref:`set_collision_layer_bit<class_PhysicsBody2D_set_collision_layer_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
  31. +--------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
  32. | void | :ref:`set_collision_mask<class_PhysicsBody2D_set_collision_mask>` **(** :ref:`int<class_int>` mask **)** |
  33. +--------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
  34. | void | :ref:`set_collision_mask_bit<class_PhysicsBody2D_set_collision_mask_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
  35. +--------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
  36. Member Variables
  37. ----------------
  38. - :ref:`int<class_int>` **collision_layer** - The physics layers this area is in.
  39. 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.
  40. 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.
  41. - :ref:`int<class_int>` **collision_mask** - The physics layers this area can scan for collisions.
  42. - :ref:`int<class_int>` **layers** - Both collision_layer and collision_mask. Returns collision_layer when accessed. Updates collision_layers and collision_mask when modified.
  43. Description
  44. -----------
  45. PhysicsBody2D is an abstract base class for implementing a physics body. All \*Body2D types inherit from it.
  46. Member Function Description
  47. ---------------------------
  48. .. _class_PhysicsBody2D_add_collision_exception_with:
  49. - void **add_collision_exception_with** **(** :ref:`Node<class_node>` body **)**
  50. Adds a body to the list of bodies that this body can't collide with.
  51. .. _class_PhysicsBody2D_get_collision_layer:
  52. - :ref:`int<class_int>` **get_collision_layer** **(** **)** const
  53. Return the physics layer this area is in.
  54. .. _class_PhysicsBody2D_get_collision_layer_bit:
  55. - :ref:`bool<class_bool>` **get_collision_layer_bit** **(** :ref:`int<class_int>` bit **)** const
  56. Return an individual bit on the collision mask.
  57. .. _class_PhysicsBody2D_get_collision_mask:
  58. - :ref:`int<class_int>` **get_collision_mask** **(** **)** const
  59. Return the physics layers this area can scan for collisions.
  60. .. _class_PhysicsBody2D_get_collision_mask_bit:
  61. - :ref:`bool<class_bool>` **get_collision_mask_bit** **(** :ref:`int<class_int>` bit **)** const
  62. Return an individual bit on the collision mask.
  63. .. _class_PhysicsBody2D_remove_collision_exception_with:
  64. - void **remove_collision_exception_with** **(** :ref:`Node<class_node>` body **)**
  65. Removes a body from the list of bodies that this body can't collide with.
  66. .. _class_PhysicsBody2D_set_collision_layer:
  67. - void **set_collision_layer** **(** :ref:`int<class_int>` layer **)**
  68. Set the physics layers this area is in.
  69. 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 :ref:`set_collision_mask<class_PhysicsBody2D_set_collision_mask>`.
  70. 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.
  71. .. _class_PhysicsBody2D_set_collision_layer_bit:
  72. - void **set_collision_layer_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
  73. Set/clear individual bits on the layer mask. This makes getting a body in/out of only one layer easier.
  74. .. _class_PhysicsBody2D_set_collision_mask:
  75. - void **set_collision_mask** **(** :ref:`int<class_int>` mask **)**
  76. Set the physics layers this area can scan for collisions.
  77. .. _class_PhysicsBody2D_set_collision_mask_bit:
  78. - void **set_collision_mask_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
  79. Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.