Files
godot-docs-l10n/classes/zh_Hans/class_physicsbody2d.rst

166 lines
12 KiB
ReStructuredText

:github_url: hide
.. _class_PhysicsBody2D:
PhysicsBody2D
=============
**继承:** :ref:`CollisionObject2D<class_CollisionObject2D>` **<** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
**派生:** :ref:`CharacterBody2D<class_CharacterBody2D>`, :ref:`RigidBody2D<class_RigidBody2D>`, :ref:`StaticBody2D<class_StaticBody2D>`
受物理影响的 2D 游戏对象的抽象基类。
.. rst-class:: classref-introduction-group
描述
----
**PhysicsBody2D** 与受物理影响的 2D 游戏对象的抽象基类。所有 2D 物理体都继承自这个类。
.. rst-class:: classref-introduction-group
教程
----
- :doc:`物理介绍 <../tutorials/physics/physics_introduction>`
- :doc:`排查物理问题 <../tutorials/physics/troubleshooting_physics_issues>`
.. rst-class:: classref-reftable-group
属性
----
.. table::
:widths: auto
+-------------------------+----------------+-------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | input_pickable | ``false`` (overrides :ref:`CollisionObject2D<class_CollisionObject2D_property_input_pickable>`) |
+-------------------------+----------------+-------------------------------------------------------------------------------------------------+
.. rst-class:: classref-reftable-group
方法
----
.. table::
:widths: auto
+------------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`add_collision_exception_with<class_PhysicsBody2D_method_add_collision_exception_with>`\ (\ body\: :ref:`Node<class_Node>`\ ) |
+------------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>`\[:ref:`PhysicsBody2D<class_PhysicsBody2D>`\] | :ref:`get_collision_exceptions<class_PhysicsBody2D_method_get_collision_exceptions>`\ (\ ) |
+------------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector2<class_Vector2>` | :ref:`get_gravity<class_PhysicsBody2D_method_get_gravity>`\ (\ ) |const| |
+------------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`KinematicCollision2D<class_KinematicCollision2D>` | :ref:`move_and_collide<class_PhysicsBody2D_method_move_and_collide>`\ (\ motion\: :ref:`Vector2<class_Vector2>`, test_only\: :ref:`bool<class_bool>` = false, safe_margin\: :ref:`float<class_float>` = 0.08, recovery_as_collision\: :ref:`bool<class_bool>` = false\ ) |
+------------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`remove_collision_exception_with<class_PhysicsBody2D_method_remove_collision_exception_with>`\ (\ body\: :ref:`Node<class_Node>`\ ) |
+------------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`test_move<class_PhysicsBody2D_method_test_move>`\ (\ from\: :ref:`Transform2D<class_Transform2D>`, motion\: :ref:`Vector2<class_Vector2>`, collision\: :ref:`KinematicCollision2D<class_KinematicCollision2D>` = null, safe_margin\: :ref:`float<class_float>` = 0.08, recovery_as_collision\: :ref:`bool<class_bool>` = false\ ) |
+------------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
方法说明
--------
.. _class_PhysicsBody2D_method_add_collision_exception_with:
.. rst-class:: classref-method
|void| **add_collision_exception_with**\ (\ body\: :ref:`Node<class_Node>`\ ) :ref:`🔗<class_PhysicsBody2D_method_add_collision_exception_with>`
将一个物体添加到这个物体不能碰撞的物体列表中。
.. rst-class:: classref-item-separator
----
.. _class_PhysicsBody2D_method_get_collision_exceptions:
.. rst-class:: classref-method
:ref:`Array<class_Array>`\[:ref:`PhysicsBody2D<class_PhysicsBody2D>`\] **get_collision_exceptions**\ (\ ) :ref:`🔗<class_PhysicsBody2D_method_get_collision_exceptions>`
返回该物体的碰撞例外节点数组。
.. rst-class:: classref-item-separator
----
.. _class_PhysicsBody2D_method_get_gravity:
.. rst-class:: classref-method
:ref:`Vector2<class_Vector2>` **get_gravity**\ (\ ) |const| :ref:`🔗<class_PhysicsBody2D_method_get_gravity>`
返回根据能够影响该物体的所有来源计算得到的重力向量,包括 :ref:`Area2D<class_Area2D>` 节点的重力覆盖和全局世界重力。
.. rst-class:: classref-item-separator
----
.. _class_PhysicsBody2D_method_move_and_collide:
.. rst-class:: classref-method
:ref:`KinematicCollision2D<class_KinematicCollision2D>` **move_and_collide**\ (\ motion\: :ref:`Vector2<class_Vector2>`, test_only\: :ref:`bool<class_bool>` = false, safe_margin\: :ref:`float<class_float>` = 0.08, recovery_as_collision\: :ref:`bool<class_bool>` = false\ ) :ref:`🔗<class_PhysicsBody2D_method_move_and_collide>`
沿着运动向量 ``motion`` 移动该物体。为了在 :ref:`Node._physics_process()<class_Node_private_method__physics_process>`:ref:`Node._process()<class_Node_private_method__process>` 中不依赖帧速率,\ ``motion`` 应该使用 ``delta`` 计算。
返回 :ref:`KinematicCollision2D<class_KinematicCollision2D>`\ ,包含停止时的碰撞信息,或者沿运动向量接触到其他物体时的碰撞信息。
如果 ``test_only````true``\ ,则该物体不会移动,但会给出可能的碰撞信息。
\ ``safe_margin`` 是用于碰撞恢复的额外边距(详见 :ref:`CharacterBody2D.safe_margin<class_CharacterBody2D_property_safe_margin>` )。
如果 ``recovery_as_collision````true``\ ,则恢复阶段发生的穿透解除也会被报告为碰撞;例如,\ :ref:`CharacterBody2D<class_CharacterBody2D>` 在吸附到地板时会用这个选项来改善对地板检测。
.. rst-class:: classref-item-separator
----
.. _class_PhysicsBody2D_method_remove_collision_exception_with:
.. rst-class:: classref-method
|void| **remove_collision_exception_with**\ (\ body\: :ref:`Node<class_Node>`\ ) :ref:`🔗<class_PhysicsBody2D_method_remove_collision_exception_with>`
将一个物体从该物体不能碰撞的物体列表中移除。
.. rst-class:: classref-item-separator
----
.. _class_PhysicsBody2D_method_test_move:
.. rst-class:: classref-method
:ref:`bool<class_bool>` **test_move**\ (\ from\: :ref:`Transform2D<class_Transform2D>`, motion\: :ref:`Vector2<class_Vector2>`, collision\: :ref:`KinematicCollision2D<class_KinematicCollision2D>` = null, safe_margin\: :ref:`float<class_float>` = 0.08, recovery_as_collision\: :ref:`bool<class_bool>` = false\ ) :ref:`🔗<class_PhysicsBody2D_method_test_move>`
在不移动实体的情况下检查碰撞。为了在 :ref:`Node._physics_process()<class_Node_private_method__physics_process>` 或 :ref:`Node._process()<class_Node_private_method__process>` 中独立于帧速率,\ ``motion`` 应该使用 ``delta`` 来计算。
实际上是将节点的位置、缩放和旋转设置为给定 :ref:`Transform2D<class_Transform2D>` 的位置、缩放和旋转,然后尝试沿向量 ``motion`` 移动实体。如果碰撞会阻止实体沿整个路径移动,则返回 ``true``\ 。
\ ``collision`` 是类型为 :ref:`KinematicCollision2D<class_KinematicCollision2D>` 的一个可选对象,它包含有关停止时碰撞或沿运动接触另一个实体时碰撞的附加信息。
\ ``safe_margin`` 是用于碰撞恢复的额外余量(详见 :ref:`CharacterBody2D.safe_margin<class_CharacterBody2D_property_safe_margin>`\ )。
如果 ``recovery_as_collision````true``\ ,恢复阶段的任何穿透也将被报告为碰撞;这对于检查该实体是否会\ *接触*\ 其他任意实体很有用。
.. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)`
.. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`
.. |const| replace:: :abbr:`const (本方法无副作用,不会修改该实例的任何成员变量。)`
.. |vararg| replace:: :abbr:`vararg (本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。)`
.. |constructor| replace:: :abbr:`constructor (本方法用于构造某个类型。)`
.. |static| replace:: :abbr:`static (调用本方法无需实例,可直接使用类名进行调用。)`
.. |operator| replace:: :abbr:`operator (本方法描述的是使用本类型作为左操作数的有效运算符。)`
.. |bitfield| replace:: :abbr:`BitField (这个值是由下列位标志构成位掩码的整数。)`
.. |void| replace:: :abbr:`void (无返回值。)`