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ReStructuredText
165 lines
9.1 KiB
ReStructuredText
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.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
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.. DO NOT EDIT THIS FILE, but the PhysicsBody2D.xml source instead.
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.. The source is found in doc/classes or modules/<name>/doc_classes.
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.. _class_PhysicsBody2D:
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PhysicsBody2D
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=============
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**Inherits:** :ref:`CollisionObject2D<class_CollisionObject2D>` **<** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
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**Inherited By:** :ref:`KinematicBody2D<class_KinematicBody2D>`, :ref:`RigidBody2D<class_RigidBody2D>`, :ref:`StaticBody2D<class_StaticBody2D>`
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Base class for all objects affected by physics in 2D space.
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Description
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-----------
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PhysicsBody2D is an abstract base class for implementing a physics body. All \*Body2D types inherit from it.
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Tutorials
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---------
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- :doc:`../tutorials/physics/physics_introduction`
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Properties
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----------
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+-------------------------+----------------------------------------------------------------------+-------------------------------+
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| :ref:`int<class_int>` | :ref:`collision_layer<class_PhysicsBody2D_property_collision_layer>` | ``1`` |
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+-------------------------+----------------------------------------------------------------------+-------------------------------+
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| :ref:`int<class_int>` | :ref:`collision_mask<class_PhysicsBody2D_property_collision_mask>` | ``1`` |
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+-------------------------+----------------------------------------------------------------------+-------------------------------+
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| :ref:`bool<class_bool>` | input_pickable | ``false`` *(parent override)* |
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+-------------------------+----------------------------------------------------------------------+-------------------------------+
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| :ref:`int<class_int>` | :ref:`layers<class_PhysicsBody2D_property_layers>` | |
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+-------------------------+----------------------------------------------------------------------+-------------------------------+
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Methods
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-------
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+---------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`add_collision_exception_with<class_PhysicsBody2D_method_add_collision_exception_with>` **(** :ref:`Node<class_Node>` body **)** |
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+---------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Array<class_Array>` | :ref:`get_collision_exceptions<class_PhysicsBody2D_method_get_collision_exceptions>` **(** **)** |
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+---------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`get_collision_layer_bit<class_PhysicsBody2D_method_get_collision_layer_bit>` **(** :ref:`int<class_int>` bit **)** |const| |
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+---------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`get_collision_mask_bit<class_PhysicsBody2D_method_get_collision_mask_bit>` **(** :ref:`int<class_int>` bit **)** |const| |
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+---------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`remove_collision_exception_with<class_PhysicsBody2D_method_remove_collision_exception_with>` **(** :ref:`Node<class_Node>` body **)** |
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+---------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_collision_layer_bit<class_PhysicsBody2D_method_set_collision_layer_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
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+---------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_collision_mask_bit<class_PhysicsBody2D_method_set_collision_mask_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
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+---------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------+
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Property Descriptions
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---------------------
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.. _class_PhysicsBody2D_property_collision_layer:
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- :ref:`int<class_int>` **collision_layer**
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+-----------+----------------------------+
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| *Default* | ``1`` |
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+-----------+----------------------------+
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| *Setter* | set_collision_layer(value) |
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+-----------+----------------------------+
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| *Getter* | get_collision_layer() |
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+-----------+----------------------------+
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The physics layers this area is in.
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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 :ref:`collision_mask<class_PhysicsBody2D_property_collision_mask>` property.
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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. See `Collision layers and masks <https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks>`_ in the documentation for more information.
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----
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.. _class_PhysicsBody2D_property_collision_mask:
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- :ref:`int<class_int>` **collision_mask**
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+-----------+---------------------------+
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| *Default* | ``1`` |
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+-----------+---------------------------+
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| *Setter* | set_collision_mask(value) |
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+-----------+---------------------------+
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| *Getter* | get_collision_mask() |
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+-----------+---------------------------+
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The physics layers this area scans for collisions. See `Collision layers and masks <https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks>`_ in the documentation for more information.
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----
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.. _class_PhysicsBody2D_property_layers:
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- :ref:`int<class_int>` **layers**
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Both :ref:`collision_layer<class_PhysicsBody2D_property_collision_layer>` and :ref:`collision_mask<class_PhysicsBody2D_property_collision_mask>`. Returns :ref:`collision_layer<class_PhysicsBody2D_property_collision_layer>` when accessed. Updates :ref:`collision_layer<class_PhysicsBody2D_property_collision_layer>` and :ref:`collision_mask<class_PhysicsBody2D_property_collision_mask>` when modified.
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Method Descriptions
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-------------------
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.. _class_PhysicsBody2D_method_add_collision_exception_with:
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- void **add_collision_exception_with** **(** :ref:`Node<class_Node>` body **)**
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Adds a body to the list of bodies that this body can't collide with.
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----
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.. _class_PhysicsBody2D_method_get_collision_exceptions:
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- :ref:`Array<class_Array>` **get_collision_exceptions** **(** **)**
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Returns an array of nodes that were added as collision exceptions for this body.
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----
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.. _class_PhysicsBody2D_method_get_collision_layer_bit:
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- :ref:`bool<class_bool>` **get_collision_layer_bit** **(** :ref:`int<class_int>` bit **)** |const|
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Returns an individual bit on the :ref:`collision_layer<class_PhysicsBody2D_property_collision_layer>`.
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----
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.. _class_PhysicsBody2D_method_get_collision_mask_bit:
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- :ref:`bool<class_bool>` **get_collision_mask_bit** **(** :ref:`int<class_int>` bit **)** |const|
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Returns an individual bit on the :ref:`collision_mask<class_PhysicsBody2D_property_collision_mask>`.
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----
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.. _class_PhysicsBody2D_method_remove_collision_exception_with:
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- void **remove_collision_exception_with** **(** :ref:`Node<class_Node>` body **)**
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Removes a body from the list of bodies that this body can't collide with.
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----
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.. _class_PhysicsBody2D_method_set_collision_layer_bit:
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- void **set_collision_layer_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
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Sets individual bits on the :ref:`collision_layer<class_PhysicsBody2D_property_collision_layer>` bitmask. Use this if you only need to change one layer's value.
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----
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.. _class_PhysicsBody2D_method_set_collision_mask_bit:
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- void **set_collision_mask_bit** **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)**
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Sets individual bits on the :ref:`collision_mask<class_PhysicsBody2D_property_collision_mask>` bitmask. Use this if you only need to change one layer's value.
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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