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159 lines
10 KiB
ReStructuredText
159 lines
10 KiB
ReStructuredText
.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
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.. DO NOT EDIT THIS FILE, but the doc/base/classes.xml source instead.
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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:`RigidBody2D<class_rigidbody2d>`, :ref:`StaticBody2D<class_staticbody2d>`, :ref:`KinematicBody2D<class_kinematicbody2d>`
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**Category:** Core
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Brief Description
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-----------------
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Base class for all objects affected by physics.
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Member Functions
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----------------
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+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`add_collision_exception_with<class_PhysicsBody2D_add_collision_exception_with>` **(** :ref:`PhysicsBody2D<class_physicsbody2d>` body **)** |
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+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`get_collision_layer<class_PhysicsBody2D_get_collision_layer>` **(** **)** const |
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+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`get_collision_layer_bit<class_PhysicsBody2D_get_collision_layer_bit>` **(** :ref:`int<class_int>` bit **)** const |
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+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`get_collision_mask<class_PhysicsBody2D_get_collision_mask>` **(** **)** const |
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+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`get_collision_mask_bit<class_PhysicsBody2D_get_collision_mask_bit>` **(** :ref:`int<class_int>` bit **)** const |
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+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Vector2<class_vector2>` | :ref:`get_one_way_collision_direction<class_PhysicsBody2D_get_one_way_collision_direction>` **(** **)** const |
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+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`get_one_way_collision_max_depth<class_PhysicsBody2D_get_one_way_collision_max_depth>` **(** **)** const |
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+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`remove_collision_exception_with<class_PhysicsBody2D_remove_collision_exception_with>` **(** :ref:`PhysicsBody2D<class_physicsbody2d>` body **)** |
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+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_collision_layer<class_PhysicsBody2D_set_collision_layer>` **(** :ref:`int<class_int>` layer **)** |
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+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_collision_layer_bit<class_PhysicsBody2D_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<class_PhysicsBody2D_set_collision_mask>` **(** :ref:`int<class_int>` mask **)** |
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+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_collision_mask_bit<class_PhysicsBody2D_set_collision_mask_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
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+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_one_way_collision_direction<class_PhysicsBody2D_set_one_way_collision_direction>` **(** :ref:`Vector2<class_vector2>` dir **)** |
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+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_one_way_collision_max_depth<class_PhysicsBody2D_set_one_way_collision_max_depth>` **(** :ref:`float<class_float>` depth **)** |
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+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
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Member Variables
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----------------
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- :ref:`int<class_int>` **collision_layer**
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- :ref:`int<class_int>` **collision_mask**
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- :ref:`int<class_int>` **layers**
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- :ref:`Vector2<class_vector2>` **one_way_collision/direction**
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- :ref:`float<class_float>` **one_way_collision/max_depth**
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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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Member Function Description
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---------------------------
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.. _class_PhysicsBody2D_add_collision_exception_with:
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- void **add_collision_exception_with** **(** :ref:`PhysicsBody2D<class_physicsbody2d>` body **)**
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Adds a body to the collision exception list. This list contains bodies that this body will not collide with.
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.. _class_PhysicsBody2D_get_collision_layer:
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- :ref:`int<class_int>` **get_collision_layer** **(** **)** const
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Return the physics layer this area is in.
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.. _class_PhysicsBody2D_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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Return an individual bit on the collision mask.
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.. _class_PhysicsBody2D_get_collision_mask:
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- :ref:`int<class_int>` **get_collision_mask** **(** **)** const
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Return the physics layers this area can scan for collisions.
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.. _class_PhysicsBody2D_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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Return an individual bit on the collision mask.
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.. _class_PhysicsBody2D_get_one_way_collision_direction:
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- :ref:`Vector2<class_vector2>` **get_one_way_collision_direction** **(** **)** const
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Return the direction used for one-way collision detection.
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.. _class_PhysicsBody2D_get_one_way_collision_max_depth:
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- :ref:`float<class_float>` **get_one_way_collision_max_depth** **(** **)** const
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Return how far a body can go through this one, when it allows one-way collisions.
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.. _class_PhysicsBody2D_remove_collision_exception_with:
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- void **remove_collision_exception_with** **(** :ref:`PhysicsBody2D<class_physicsbody2d>` body **)**
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Removes a body from the collision exception list.
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.. _class_PhysicsBody2D_set_collision_layer:
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- void **set_collision_layer** **(** :ref:`int<class_int>` layer **)**
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Set the physics layers this area is in.
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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>`.
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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.
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.. _class_PhysicsBody2D_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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Set/clear individual bits on the layer mask. This makes getting a body in/out of only one layer easier.
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.. _class_PhysicsBody2D_set_collision_mask:
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- void **set_collision_mask** **(** :ref:`int<class_int>` mask **)**
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Set the physics layers this area can scan for collisions.
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.. _class_PhysicsBody2D_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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Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.
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.. _class_PhysicsBody2D_set_one_way_collision_direction:
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- void **set_one_way_collision_direction** **(** :ref:`Vector2<class_vector2>` dir **)**
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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.
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.. _class_PhysicsBody2D_set_one_way_collision_max_depth:
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- void **set_one_way_collision_max_depth** **(** :ref:`float<class_float>` depth **)**
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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>`).
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