2017-09-12 20:42:36 +00:00
<?xml version="1.0" encoding="UTF-8" ?>
2018-02-27 12:40:43 +00:00
<class name= "PhysicsBody2D" inherits= "CollisionObject2D" category= "Core" version= "3.1" >
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 2D space.
2017-09-12 20:42:36 +00:00
</brief_description>
<description >
PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it.
</description>
<tutorials >
2018-06-11 11:35:44 +00:00
<link > http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html</link>
2017-09-12 20:42:36 +00:00
</tutorials>
<demos >
</demos>
<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>
<method name= "get_collision_layer_bit" qualifiers= "const" >
<return type= "bool" >
</return>
<argument index= "0" name= "bit" type= "int" >
</argument>
<description >
Return an individual bit on the collision mask.
</description>
</method>
<method name= "get_collision_mask_bit" qualifiers= "const" >
<return type= "bool" >
</return>
<argument index= "0" name= "bit" type= "int" >
</argument>
<description >
Return an individual bit on the collision mask.
</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 >
Set/clear individual bits on the layer mask. This makes getting a body in/out of only one layer easier.
</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 >
Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.
</description>
</method>
</methods>
<members >
2017-09-13 06:49:40 +00:00
<member name= "collision_layer" type= "int" setter= "set_collision_layer" getter= "get_collision_layer" >
2017-09-17 06:47:20 +00:00
The physics layers this area is in.
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.
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>
2017-09-13 06:49:40 +00:00
<member name= "collision_mask" type= "int" setter= "set_collision_mask" getter= "get_collision_mask" >
2017-09-17 06:47:20 +00:00
The physics layers this area can scan for collisions.
2017-09-12 20:42:36 +00:00
</member>
2017-09-13 06:49:40 +00:00
<member name= "layers" type= "int" setter= "_set_layers" getter= "_get_layers" >
2017-09-17 06:47:20 +00:00
Both collision_layer and collision_mask. Returns collision_layer when accessed. Updates collision_layers and collision_mask when modified.
2017-09-12 20:42:36 +00:00
</member>
</members>
<constants >
</constants>
</class>