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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "PhysicsBody" inherits= "CollisionObject" 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 3D space.
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</brief_description>
<description >
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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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</description>
<tutorials >
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http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html
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</tutorials>
<demos >
</demos>
<methods >
<method name= "add_collision_exception_with" >
<return type= "void" >
</return>
<argument index= "0" name= "body" type= "Node" >
</argument>
<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>
<method name= "get_collision_layer_bit" qualifiers= "const" >
<return type= "bool" >
</return>
<argument index= "0" name= "bit" type= "int" >
</argument>
<description >
</description>
</method>
<method name= "get_collision_mask_bit" qualifiers= "const" >
<return type= "bool" >
</return>
<argument index= "0" name= "bit" type= "int" >
</argument>
<description >
</description>
</method>
<method name= "remove_collision_exception_with" >
<return type= "void" >
</return>
<argument index= "0" name= "body" type= "Node" >
</argument>
<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>
<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 >
</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 >
</description>
</method>
</methods>
<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.
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.
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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>
</members>
<constants >
</constants>
</class>