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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "PhysicsBody2D" inherits= "CollisionObject2D" version= "4.1" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
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Abstract base class for 2D game objects affected by physics.
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</brief_description>
<description >
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[PhysicsBody2D] is an abstract base class for 2D game objects affected by physics. All 2D physics bodies inherit from it.
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</description>
<tutorials >
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<link title= "Physics introduction" > $DOCS_URL/tutorials/physics/physics_introduction.html</link>
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</tutorials>
<methods >
<method name= "add_collision_exception_with" >
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<return type= "void" />
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<param index= "0" name= "body" type= "Node" />
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<description >
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Adds a body to the list of bodies that this body can't collide with.
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</description>
</method>
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<method name= "get_collision_exceptions" >
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<return type= "PhysicsBody2D[]" />
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<description >
Returns an array of nodes that were added as collision exceptions for this body.
</description>
</method>
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<method name= "move_and_collide" >
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<return type= "KinematicCollision2D" />
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<param index= "0" name= "motion" type= "Vector2" />
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<param index= "1" name= "test_only" type= "bool" default= "false" />
<param index= "2" name= "safe_margin" type= "float" default= "0.08" />
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<param index= "3" name= "recovery_as_collision" type= "bool" default= "false" />
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<description >
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Moves the body along the vector [param motion]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param motion] should be computed using [code]delta[/code].
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Returns a [KinematicCollision2D], which contains information about the collision when stopped, or when touching another body along the motion.
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If [param test_only] is [code]true[/code], the body does not move but the would-be collision information is given.
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[param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody2D.safe_margin] for more details).
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If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is used e.g. by [CharacterBody2D] for improving floor detection during floor snapping.
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</description>
</method>
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<method name= "remove_collision_exception_with" >
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<return type= "void" />
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<param index= "0" name= "body" type= "Node" />
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<description >
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Removes a body from the list of bodies that this body can't collide with.
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</description>
</method>
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<method name= "test_move" >
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<return type= "bool" />
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<param index= "0" name= "from" type= "Transform2D" />
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<param index= "1" name= "motion" type= "Vector2" />
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<param index= "2" name= "collision" type= "KinematicCollision2D" default= "null" />
<param index= "3" name= "safe_margin" type= "float" default= "0.08" />
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<param index= "4" name= "recovery_as_collision" type= "bool" default= "false" />
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<description >
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Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param motion] should be computed using [code]delta[/code].
Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [param motion]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path.
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[param collision] is an optional object of type [KinematicCollision2D], which contains additional information about the collision when stopped, or when touching another body along the motion.
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[param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody2D.safe_margin] for more details).
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If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is useful for checking whether the body would [i]touch[/i] any other bodies.
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</description>
</method>
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</methods>
<members >
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<member name= "input_pickable" type= "bool" setter= "set_pickable" getter= "is_pickable" overrides= "CollisionObject2D" default= "false" />
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</members>
</class>