2017-09-12 20:42:36 +00:00
<?xml version="1.0" encoding="UTF-8" ?>
2020-03-30 16:22:57 +00:00
<class name= "PhysicsBody3D" inherits= "CollisionObject3D" version= "4.0" >
2017-09-12 20:42:36 +00:00
<brief_description >
2017-09-17 06:47:20 +00:00
Base class for all objects affected by physics in 3D space.
2017-09-12 20:42:36 +00:00
</brief_description>
<description >
2020-03-30 16:22:57 +00:00
PhysicsBody3D is an abstract base class for implementing a physics body. All *Body types inherit from it.
2017-09-12 20:42:36 +00:00
</description>
<tutorials >
2018-11-05 07:46:27 +00:00
<link > https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
2017-09-12 20:42:36 +00:00
</tutorials>
<methods >
<method name= "add_collision_exception_with" >
<return type= "void" >
</return>
<argument index= "0" name= "body" type= "Node" >
</argument>
<description >
2017-09-17 06:47:20 +00:00
Adds a body to the list of bodies that this body can't collide with.
2017-09-12 20:42:36 +00:00
</description>
</method>
2018-10-24 19:32:55 +00:00
<method name= "get_collision_exceptions" >
<return type= "Array" >
</return>
<description >
Returns an array of nodes that were added as collision exceptions for this body.
</description>
</method>
2017-09-12 20:42:36 +00:00
<method name= "get_collision_layer_bit" qualifiers= "const" >
<return type= "bool" >
</return>
<argument index= "0" name= "bit" type= "int" >
</argument>
<description >
2019-05-20 10:12:08 +00:00
Returns an individual bit on the [member collision_layer].
2017-09-12 20:42:36 +00:00
</description>
</method>
<method name= "get_collision_mask_bit" qualifiers= "const" >
<return type= "bool" >
</return>
<argument index= "0" name= "bit" type= "int" >
</argument>
<description >
2019-05-20 10:12:08 +00:00
Returns an individual bit on the [member collision_mask].
2017-09-12 20:42:36 +00:00
</description>
</method>
<method name= "remove_collision_exception_with" >
<return type= "void" >
</return>
<argument index= "0" name= "body" type= "Node" >
</argument>
<description >
2017-09-17 06:47:20 +00:00
Removes a body from the list of bodies that this body can't collide with.
2017-09-12 20:42:36 +00:00
</description>
</method>
<method name= "set_collision_layer_bit" >
<return type= "void" >
</return>
<argument index= "0" name= "bit" type= "int" >
</argument>
<argument index= "1" name= "value" type= "bool" >
</argument>
<description >
2019-05-20 10:12:08 +00:00
Sets individual bits on the [member collision_layer] bitmask. Use this if you only need to change one layer's value.
2017-09-12 20:42:36 +00:00
</description>
</method>
<method name= "set_collision_mask_bit" >
<return type= "void" >
</return>
<argument index= "0" name= "bit" type= "int" >
</argument>
<argument index= "1" name= "value" type= "bool" >
</argument>
<description >
2019-05-20 10:12:08 +00:00
Sets individual bits on the [member collision_mask] bitmask. Use this if you only need to change one layer's value.
2017-09-12 20:42:36 +00:00
</description>
</method>
</methods>
<members >
2019-06-29 10:38:01 +00:00
<member name= "collision_layer" type= "int" setter= "set_collision_layer" getter= "get_collision_layer" default= "1" >
2017-09-17 06:47:20 +00:00
The physics layers this area is in.
2019-05-20 10:12:08 +00:00
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 [member collision_mask] property.
2017-09-17 06:47:20 +00:00
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.
2017-09-12 20:42:36 +00:00
</member>
2019-06-29 10:38:01 +00:00
<member name= "collision_mask" type= "int" setter= "set_collision_mask" getter= "get_collision_mask" default= "1" >
2018-09-16 17:52:21 +00:00
The physics layers this area scans for collisions.
2017-09-12 20:42:36 +00:00
</member>
</members>
<constants >
</constants>
</class>