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godot-docs/classes/class_physicsbody2d.rst
2023-05-19 13:35:34 +00:00

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.. XML source: https://github.com/godotengine/godot/tree/4.0/doc/classes/PhysicsBody2D.xml.
.. _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:`CharacterBody2D<class_CharacterBody2D>`, :ref:`RigidBody2D<class_RigidBody2D>`, :ref:`StaticBody2D<class_StaticBody2D>`
Base class for all objects affected by physics in 2D space.
.. rst-class:: classref-introduction-group
Description
-----------
PhysicsBody2D is an abstract base class for implementing a physics body. All \*Body2D types inherit from it.
.. rst-class:: classref-introduction-group
Tutorials
---------
- :doc:`Physics introduction <../tutorials/physics/physics_introduction>`
.. rst-class:: classref-reftable-group
Properties
----------
.. table::
:widths: auto
+-------------------------+----------------+-------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | input_pickable | ``false`` (overrides :ref:`CollisionObject2D<class_CollisionObject2D_property_input_pickable>`) |
+-------------------------+----------------+-------------------------------------------------------------------------------------------------+
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Methods
-------
.. table::
:widths: auto
+---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`add_collision_exception_with<class_PhysicsBody2D_method_add_collision_exception_with>` **(** :ref:`Node<class_Node>` body **)** |
+---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`PhysicsBody2D[]<class_PhysicsBody2D>` | :ref:`get_collision_exceptions<class_PhysicsBody2D_method_get_collision_exceptions>` **(** **)** |
+---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`KinematicCollision2D<class_KinematicCollision2D>` | :ref:`move_and_collide<class_PhysicsBody2D_method_move_and_collide>` **(** :ref:`Vector2<class_Vector2>` motion, :ref:`bool<class_bool>` test_only=false, :ref:`float<class_float>` safe_margin=0.08, :ref:`bool<class_bool>` recovery_as_collision=false **)** |
+---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`remove_collision_exception_with<class_PhysicsBody2D_method_remove_collision_exception_with>` **(** :ref:`Node<class_Node>` body **)** |
+---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`test_move<class_PhysicsBody2D_method_test_move>` **(** :ref:`Transform2D<class_Transform2D>` from, :ref:`Vector2<class_Vector2>` motion, :ref:`KinematicCollision2D<class_KinematicCollision2D>` collision=null, :ref:`float<class_float>` safe_margin=0.08, :ref:`bool<class_bool>` recovery_as_collision=false **)** |
+---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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----
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Method Descriptions
-------------------
.. _class_PhysicsBody2D_method_add_collision_exception_with:
.. rst-class:: classref-method
void **add_collision_exception_with** **(** :ref:`Node<class_Node>` body **)**
Adds a body to the list of bodies that this body can't collide with.
.. rst-class:: classref-item-separator
----
.. _class_PhysicsBody2D_method_get_collision_exceptions:
.. rst-class:: classref-method
:ref:`PhysicsBody2D[]<class_PhysicsBody2D>` **get_collision_exceptions** **(** **)**
Returns an array of nodes that were added as collision exceptions for this body.
.. rst-class:: classref-item-separator
----
.. _class_PhysicsBody2D_method_move_and_collide:
.. rst-class:: classref-method
:ref:`KinematicCollision2D<class_KinematicCollision2D>` **move_and_collide** **(** :ref:`Vector2<class_Vector2>` motion, :ref:`bool<class_bool>` test_only=false, :ref:`float<class_float>` safe_margin=0.08, :ref:`bool<class_bool>` recovery_as_collision=false **)**
Moves the body along the vector ``motion``. In order to be frame rate independent in :ref:`Node._physics_process<class_Node_method__physics_process>` or :ref:`Node._process<class_Node_method__process>`, ``motion`` should be computed using ``delta``.
Returns a :ref:`KinematicCollision2D<class_KinematicCollision2D>`, which contains information about the collision when stopped, or when touching another body along the motion.
If ``test_only`` is ``true``, the body does not move but the would-be collision information is given.
\ ``safe_margin`` is the extra margin used for collision recovery (see :ref:`CharacterBody2D.safe_margin<class_CharacterBody2D_property_safe_margin>` for more details).
If ``recovery_as_collision`` is ``true``, any depenetration from the recovery phase is also reported as a collision; this is used e.g. by :ref:`CharacterBody2D<class_CharacterBody2D>` for improving floor detection during floor snapping.
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----
.. _class_PhysicsBody2D_method_remove_collision_exception_with:
.. rst-class:: classref-method
void **remove_collision_exception_with** **(** :ref:`Node<class_Node>` body **)**
Removes a body from the list of bodies that this body can't collide with.
.. rst-class:: classref-item-separator
----
.. _class_PhysicsBody2D_method_test_move:
.. rst-class:: classref-method
:ref:`bool<class_bool>` **test_move** **(** :ref:`Transform2D<class_Transform2D>` from, :ref:`Vector2<class_Vector2>` motion, :ref:`KinematicCollision2D<class_KinematicCollision2D>` collision=null, :ref:`float<class_float>` safe_margin=0.08, :ref:`bool<class_bool>` recovery_as_collision=false **)**
Checks for collisions without moving the body. In order to be frame rate independent in :ref:`Node._physics_process<class_Node_method__physics_process>` or :ref:`Node._process<class_Node_method__process>`, ``motion`` should be computed using ``delta``.
Virtually sets the node's position, scale and rotation to that of the given :ref:`Transform2D<class_Transform2D>`, then tries to move the body along the vector ``motion``. Returns ``true`` if a collision would stop the body from moving along the whole path.
\ ``collision`` is an optional object of type :ref:`KinematicCollision2D<class_KinematicCollision2D>`, which contains additional information about the collision when stopped, or when touching another body along the motion.
\ ``safe_margin`` is the extra margin used for collision recovery (see :ref:`CharacterBody2D.safe_margin<class_CharacterBody2D_property_safe_margin>` for more details).
If ``recovery_as_collision`` is ``true``, any depenetration from the recovery phase is also reported as a collision; this is useful for checking whether the body would *touch* any other bodies.
.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
.. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
.. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`