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- .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
- .. DO NOT EDIT THIS FILE, but the doc/base/classes.xml source instead.
- .. _class_PhysicsBody2D:
- PhysicsBody2D
- =============
- **Inherits:** :ref:`CollisionObject2D<class_collisionobject2d>` **<** :ref:`Node2D<class_node2d>` **<** :ref:`CanvasItem<class_canvasitem>` **<** :ref:`Node<class_node>` **<** :ref:`Object<class_object>`
- **Inherited By:** :ref:`RigidBody2D<class_rigidbody2d>`, :ref:`StaticBody2D<class_staticbody2d>`, :ref:`KinematicBody2D<class_kinematicbody2d>`
- **Category:** Core
- Brief Description
- -----------------
- Base class for all objects affected by physics.
- Member Functions
- ----------------
- +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`set_layer_mask<class_PhysicsBody2D_set_layer_mask>` **(** :ref:`int<class_int>` mask **)** |
- +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`int<class_int>` | :ref:`get_layer_mask<class_PhysicsBody2D_get_layer_mask>` **(** **)** const |
- +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`set_collision_mask<class_PhysicsBody2D_set_collision_mask>` **(** :ref:`int<class_int>` mask **)** |
- +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`int<class_int>` | :ref:`get_collision_mask<class_PhysicsBody2D_get_collision_mask>` **(** **)** const |
- +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`set_collision_mask_bit<class_PhysicsBody2D_set_collision_mask_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
- +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`bool<class_bool>` | :ref:`get_collision_mask_bit<class_PhysicsBody2D_get_collision_mask_bit>` **(** :ref:`int<class_int>` bit **)** const |
- +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`set_layer_mask_bit<class_PhysicsBody2D_set_layer_mask_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
- +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`bool<class_bool>` | :ref:`get_layer_mask_bit<class_PhysicsBody2D_get_layer_mask_bit>` **(** :ref:`int<class_int>` bit **)** const |
- +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`set_one_way_collision_direction<class_PhysicsBody2D_set_one_way_collision_direction>` **(** :ref:`Vector2<class_vector2>` dir **)** |
- +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Vector2<class_vector2>` | :ref:`get_one_way_collision_direction<class_PhysicsBody2D_get_one_way_collision_direction>` **(** **)** const |
- +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`set_one_way_collision_max_depth<class_PhysicsBody2D_set_one_way_collision_max_depth>` **(** :ref:`float<class_float>` depth **)** |
- +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`float<class_float>` | :ref:`get_one_way_collision_max_depth<class_PhysicsBody2D_get_one_way_collision_max_depth>` **(** **)** const |
- +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`add_collision_exception_with<class_PhysicsBody2D_add_collision_exception_with>` **(** :ref:`PhysicsBody2D<class_physicsbody2d>` body **)** |
- +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`remove_collision_exception_with<class_PhysicsBody2D_remove_collision_exception_with>` **(** :ref:`PhysicsBody2D<class_physicsbody2d>` body **)** |
- +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
- Description
- -----------
- PhysicsBody2D is an abstract base class for implementing a physics body. All \*Body2D types inherit from it.
- Member Function Description
- ---------------------------
- .. _class_PhysicsBody2D_set_layer_mask:
- - void **set_layer_mask** **(** :ref:`int<class_int>` mask **)**
- Set the physics layers this area is in.
- 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>`.
- 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.
- .. _class_PhysicsBody2D_get_layer_mask:
- - :ref:`int<class_int>` **get_layer_mask** **(** **)** const
- Return the physics layer this area is in.
- .. _class_PhysicsBody2D_set_collision_mask:
- - void **set_collision_mask** **(** :ref:`int<class_int>` mask **)**
- Set the physics layers this area can scan for collisions.
- .. _class_PhysicsBody2D_get_collision_mask:
- - :ref:`int<class_int>` **get_collision_mask** **(** **)** const
- Return the physics layers this area can scan for collisions.
- .. _class_PhysicsBody2D_set_collision_mask_bit:
- - void **set_collision_mask_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
- Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.
- .. _class_PhysicsBody2D_get_collision_mask_bit:
- - :ref:`bool<class_bool>` **get_collision_mask_bit** **(** :ref:`int<class_int>` bit **)** const
- Return an individual bit on the collision mask.
- .. _class_PhysicsBody2D_set_layer_mask_bit:
- - void **set_layer_mask_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
- Set/clear individual bits on the layer mask. This makes getting a body in/out of only one layer easier.
- .. _class_PhysicsBody2D_get_layer_mask_bit:
- - :ref:`bool<class_bool>` **get_layer_mask_bit** **(** :ref:`int<class_int>` bit **)** const
- Return an individual bit on the collision mask.
- .. _class_PhysicsBody2D_set_one_way_collision_direction:
- - void **set_one_way_collision_direction** **(** :ref:`Vector2<class_vector2>` dir **)**
- 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.
- .. _class_PhysicsBody2D_get_one_way_collision_direction:
- - :ref:`Vector2<class_vector2>` **get_one_way_collision_direction** **(** **)** const
- Return the direction used for one-way collision detection.
- .. _class_PhysicsBody2D_set_one_way_collision_max_depth:
- - void **set_one_way_collision_max_depth** **(** :ref:`float<class_float>` depth **)**
- 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>`).
- .. _class_PhysicsBody2D_get_one_way_collision_max_depth:
- - :ref:`float<class_float>` **get_one_way_collision_max_depth** **(** **)** const
- Return how far a body can go through this one, when it allows one-way collisions.
- .. _class_PhysicsBody2D_add_collision_exception_with:
- - void **add_collision_exception_with** **(** :ref:`PhysicsBody2D<class_physicsbody2d>` body **)**
- Adds a body to the collision exception list. This list contains bodies that this body will not collide with.
- .. _class_PhysicsBody2D_remove_collision_exception_with:
- - void **remove_collision_exception_with** **(** :ref:`PhysicsBody2D<class_physicsbody2d>` body **)**
- Removes a body from the collision exception list.
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