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91 lines
4.8 KiB
ReStructuredText
91 lines
4.8 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 PhysicsBody.xml source instead.
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.. The source is found in doc/classes or modules/<name>/doc_classes.
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.. _class_PhysicsBody:
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PhysicsBody
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===========
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**Inherits:** :ref:`CollisionObject<class_collisionobject>` **<** :ref:`Spatial<class_spatial>` **<** :ref:`Node<class_node>` **<** :ref:`Object<class_object>`
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**Inherited By:** :ref:`PhysicalBone<class_physicalbone>`, :ref:`StaticBody<class_staticbody>`, :ref:`KinematicBody<class_kinematicbody>`, :ref:`RigidBody<class_rigidbody>`
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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 in 3D space.
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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_PhysicsBody_add_collision_exception_with>` **(** :ref:`Node<class_node>` body **)** |
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+--------------------------+------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`get_collision_layer_bit<class_PhysicsBody_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_PhysicsBody_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_PhysicsBody_remove_collision_exception_with>` **(** :ref:`Node<class_node>` body **)** |
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+--------------------------+------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`set_collision_layer_bit<class_PhysicsBody_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_PhysicsBody_set_collision_mask_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
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+--------------------------+------------------------------------------------------------------------------------------------------------------------------------------------+
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Member Variables
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----------------
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.. _class_PhysicsBody_collision_layer:
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- :ref:`int<class_int>` **collision_layer** - 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 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.
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.. _class_PhysicsBody_collision_mask:
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- :ref:`int<class_int>` **collision_mask** - The physics layers this area can scan for collisions.
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Description
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-----------
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PhysicsBody is an abstract base class for implementing a physics body. All \*Body types inherit from it.
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Member Function Description
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---------------------------
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.. _class_PhysicsBody_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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.. _class_PhysicsBody_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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.. _class_PhysicsBody_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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.. _class_PhysicsBody_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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.. _class_PhysicsBody_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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.. _class_PhysicsBody_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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