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- <?xml version="1.0" encoding="UTF-8" ?>
- <class name="PhysicsBody2D" inherits="CollisionObject2D" version="4.0">
- <brief_description>
- Base class for all objects affected by physics in 2D space.
- </brief_description>
- <description>
- PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it.
- </description>
- <tutorials>
- <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
- </tutorials>
- <methods>
- <method name="add_collision_exception_with">
- <return type="void" />
- <argument index="0" name="body" type="Node" />
- <description>
- Adds a body to the list of bodies that this body can't collide with.
- </description>
- </method>
- <method name="get_collision_exceptions">
- <return type="PhysicsBody2D[]" />
- <description>
- Returns an array of nodes that were added as collision exceptions for this body.
- </description>
- </method>
- <method name="move_and_collide">
- <return type="KinematicCollision2D" />
- <argument index="0" name="linear_velocity" type="Vector2" />
- <argument index="1" name="test_only" type="bool" default="false" />
- <argument index="2" name="safe_margin" type="float" default="0.08" />
- <description>
- Moves the body along the vector [code]linear_velocity[/code]. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
- The body will stop if it collides. Returns a [KinematicCollision2D], which contains information about the collision.
- If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given.
- [code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody2D.collision/safe_margin] for more details).
- </description>
- </method>
- <method name="remove_collision_exception_with">
- <return type="void" />
- <argument index="0" name="body" type="Node" />
- <description>
- Removes a body from the list of bodies that this body can't collide with.
- </description>
- </method>
- <method name="test_move">
- <return type="bool" />
- <argument index="0" name="from" type="Transform2D" />
- <argument index="1" name="linear_velocity" type="Vector2" />
- <argument index="2" name="collision" type="KinematicCollision2D" default="null" />
- <argument index="3" name="safe_margin" type="float" default="0.08" />
- <description>
- Checks for collisions without moving the body. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
- Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]linear_velocity[/code]. Returns [code]true[/code] if a collision would occur.
- [code]collision[/code] is an optional object of type [KinematicCollision2D], which contains additional information about the collision (should there be one).
- [code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody2D.collision/safe_margin] for more details).
- </description>
- </method>
- </methods>
- <members>
- <member name="input_pickable" type="bool" setter="set_pickable" getter="is_pickable" override="true" default="false" />
- </members>
- </class>
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