d516aab8fa
Also enhance RigidBody docs as per https://github.com/godotengine/godot-docs/pull/1018 and fix the version tag in all files (not really stable yet, but it makes no sense to hardcode rc3 at this stage).
90 lines
3.2 KiB
XML
90 lines
3.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PhysicsBody2D" inherits="CollisionObject2D" category="Core" version="3.0-stable">
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<brief_description>
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Base class for all objects affected by physics in 2D space.
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</brief_description>
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<description>
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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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</description>
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<tutorials>
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http://docs.godotengine.org/en/3.0/learning/features/physics/physics_introduction.html
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</tutorials>
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<demos>
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</demos>
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<methods>
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<method name="add_collision_exception_with">
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<return type="void">
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</return>
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<argument index="0" name="body" type="Node">
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</argument>
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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>
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</method>
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<method name="get_collision_layer_bit" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="bit" type="int">
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</argument>
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<description>
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Return an individual bit on the collision mask.
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</description>
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</method>
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<method name="get_collision_mask_bit" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="bit" type="int">
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</argument>
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<description>
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Return an individual bit on the collision mask.
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</description>
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</method>
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<method name="remove_collision_exception_with">
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<return type="void">
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</return>
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<argument index="0" name="body" type="Node">
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</argument>
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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>
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</method>
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<method name="set_collision_layer_bit">
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<return type="void">
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</return>
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<argument index="0" name="bit" type="int">
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</argument>
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<argument index="1" name="value" type="bool">
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</argument>
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<description>
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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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</description>
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</method>
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<method name="set_collision_mask_bit">
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<return type="void">
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</return>
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<argument index="0" name="bit" type="int">
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</argument>
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<argument index="1" name="value" type="bool">
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</argument>
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<description>
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Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.
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</description>
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</method>
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</methods>
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<members>
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<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer">
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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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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
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The physics layers this area can scan for collisions.
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</member>
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<member name="layers" type="int" setter="_set_layers" getter="_get_layers">
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Both collision_layer and collision_mask. Returns collision_layer when accessed. Updates collision_layers and collision_mask when modified.
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</member>
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</members>
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<constants>
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</constants>
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</class>
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