class_physicsbody2d.rst 9.8 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 doc/base/classes.xml source instead.
  3. .. _class_PhysicsBody2D:
  4. PhysicsBody2D
  5. =============
  6. **Inherits:** :ref:`CollisionObject2D<class_collisionobject2d>` **<** :ref:`Node2D<class_node2d>` **<** :ref:`CanvasItem<class_canvasitem>` **<** :ref:`Node<class_node>` **<** :ref:`Object<class_object>`
  7. **Inherited By:** :ref:`RigidBody2D<class_rigidbody2d>`, :ref:`StaticBody2D<class_staticbody2d>`, :ref:`KinematicBody2D<class_kinematicbody2d>`
  8. **Category:** Core
  9. Brief Description
  10. -----------------
  11. Base class for all objects affected by physics.
  12. Member Functions
  13. ----------------
  14. +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
  15. | void | :ref:`set_layer_mask<class_PhysicsBody2D_set_layer_mask>` **(** :ref:`int<class_int>` mask **)** |
  16. +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
  17. | :ref:`int<class_int>` | :ref:`get_layer_mask<class_PhysicsBody2D_get_layer_mask>` **(** **)** const |
  18. +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
  19. | void | :ref:`set_collision_mask<class_PhysicsBody2D_set_collision_mask>` **(** :ref:`int<class_int>` mask **)** |
  20. +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
  21. | :ref:`int<class_int>` | :ref:`get_collision_mask<class_PhysicsBody2D_get_collision_mask>` **(** **)** const |
  22. +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
  23. | void | :ref:`set_collision_mask_bit<class_PhysicsBody2D_set_collision_mask_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
  24. +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
  25. | :ref:`bool<class_bool>` | :ref:`get_collision_mask_bit<class_PhysicsBody2D_get_collision_mask_bit>` **(** :ref:`int<class_int>` bit **)** const |
  26. +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
  27. | void | :ref:`set_layer_mask_bit<class_PhysicsBody2D_set_layer_mask_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
  28. +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
  29. | :ref:`bool<class_bool>` | :ref:`get_layer_mask_bit<class_PhysicsBody2D_get_layer_mask_bit>` **(** :ref:`int<class_int>` bit **)** const |
  30. +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
  31. | void | :ref:`set_one_way_collision_direction<class_PhysicsBody2D_set_one_way_collision_direction>` **(** :ref:`Vector2<class_vector2>` dir **)** |
  32. +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
  33. | :ref:`Vector2<class_vector2>` | :ref:`get_one_way_collision_direction<class_PhysicsBody2D_get_one_way_collision_direction>` **(** **)** const |
  34. +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
  35. | void | :ref:`set_one_way_collision_max_depth<class_PhysicsBody2D_set_one_way_collision_max_depth>` **(** :ref:`float<class_float>` depth **)** |
  36. +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
  37. | :ref:`float<class_float>` | :ref:`get_one_way_collision_max_depth<class_PhysicsBody2D_get_one_way_collision_max_depth>` **(** **)** const |
  38. +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
  39. | void | :ref:`add_collision_exception_with<class_PhysicsBody2D_add_collision_exception_with>` **(** :ref:`PhysicsBody2D<class_physicsbody2d>` body **)** |
  40. +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
  41. | void | :ref:`remove_collision_exception_with<class_PhysicsBody2D_remove_collision_exception_with>` **(** :ref:`PhysicsBody2D<class_physicsbody2d>` body **)** |
  42. +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
  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_set_layer_mask:
  49. - void **set_layer_mask** **(** :ref:`int<class_int>` mask **)**
  50. Set the physics layers this area is in.
  51. 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>`.
  52. 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.
  53. .. _class_PhysicsBody2D_get_layer_mask:
  54. - :ref:`int<class_int>` **get_layer_mask** **(** **)** const
  55. Return the physics layer this area is in.
  56. .. _class_PhysicsBody2D_set_collision_mask:
  57. - void **set_collision_mask** **(** :ref:`int<class_int>` mask **)**
  58. Set the physics layers this area can scan for collisions.
  59. .. _class_PhysicsBody2D_get_collision_mask:
  60. - :ref:`int<class_int>` **get_collision_mask** **(** **)** const
  61. Return the physics layers this area can scan for collisions.
  62. .. _class_PhysicsBody2D_set_collision_mask_bit:
  63. - void **set_collision_mask_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
  64. Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.
  65. .. _class_PhysicsBody2D_get_collision_mask_bit:
  66. - :ref:`bool<class_bool>` **get_collision_mask_bit** **(** :ref:`int<class_int>` bit **)** const
  67. Return an individual bit on the collision mask.
  68. .. _class_PhysicsBody2D_set_layer_mask_bit:
  69. - void **set_layer_mask_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
  70. Set/clear individual bits on the layer mask. This makes getting a body in/out of only one layer easier.
  71. .. _class_PhysicsBody2D_get_layer_mask_bit:
  72. - :ref:`bool<class_bool>` **get_layer_mask_bit** **(** :ref:`int<class_int>` bit **)** const
  73. Return an individual bit on the collision mask.
  74. .. _class_PhysicsBody2D_set_one_way_collision_direction:
  75. - void **set_one_way_collision_direction** **(** :ref:`Vector2<class_vector2>` dir **)**
  76. Set a direction in which bodies can go through this one. If this value is different from (0,0), any movement within 90 degrees of this vector is considered a valid movement. Set this direction to (0,0) to disable one-way collisions.
  77. .. _class_PhysicsBody2D_get_one_way_collision_direction:
  78. - :ref:`Vector2<class_vector2>` **get_one_way_collision_direction** **(** **)** const
  79. Return the direction used for one-way collision detection.
  80. .. _class_PhysicsBody2D_set_one_way_collision_max_depth:
  81. - void **set_one_way_collision_max_depth** **(** :ref:`float<class_float>` depth **)**
  82. Set how far a body can go through this one, when it allows one-way collisions (see :ref:`set_one_way_collision_direction<class_PhysicsBody2D_set_one_way_collision_direction>`).
  83. .. _class_PhysicsBody2D_get_one_way_collision_max_depth:
  84. - :ref:`float<class_float>` **get_one_way_collision_max_depth** **(** **)** const
  85. Return how far a body can go through this one, when it allows one-way collisions.
  86. .. _class_PhysicsBody2D_add_collision_exception_with:
  87. - void **add_collision_exception_with** **(** :ref:`PhysicsBody2D<class_physicsbody2d>` body **)**
  88. Adds a body to the collision exception list. This list contains bodies that this body will not collide with.
  89. .. _class_PhysicsBody2D_remove_collision_exception_with:
  90. - void **remove_collision_exception_with** **(** :ref:`PhysicsBody2D<class_physicsbody2d>` body **)**
  91. Removes a body from the collision exception list.