virtualx-engine/doc/classes/CollisionObject2D.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CollisionObject2D" inherits="Node2D" version="4.0">
<brief_description>
Base node for 2D collision objects.
</brief_description>
<description>
CollisionObject2D is the base class for 2D physics objects. It can hold any number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape owner[/i]. The CollisionObject2D can have any number of shape owners. Shape owners are not nodes and do not appear in the editor, but are accessible through code using the [code]shape_owner_*[/code] methods.
</description>
<tutorials>
</tutorials>
<methods>
<method name="_input_event" qualifiers="virtual">
<return type="void" />
<argument index="0" name="viewport" type="Object" />
<argument index="1" name="event" type="InputEvent" />
<argument index="2" name="shape_idx" type="int" />
<description>
Accepts unhandled [InputEvent]s. Requires [member input_pickable] to be [code]true[/code]. [code]shape_idx[/code] is the child index of the clicked [Shape2D]. Connect to the [code]input_event[/code] signal to easily pick up these events.
</description>
</method>
<method name="create_shape_owner">
<return type="int" />
<argument index="0" name="owner" type="Object" />
<description>
Creates a new shape owner for the given object. Returns [code]owner_id[/code] of the new owner for future reference.
</description>
</method>
<method name="get_collision_layer_value" qualifiers="const">
<return type="bool" />
<argument index="0" name="layer_number" type="int" />
<description>
Returns whether or not the specified layer of the [member collision_layer] is enabled, given a [code]layer_number[/code] between 1 and 32.
</description>
</method>
<method name="get_collision_mask_value" qualifiers="const">
<return type="bool" />
<argument index="0" name="layer_number" type="int" />
<description>
Returns whether or not the specified layer of the [member collision_mask] is enabled, given a [code]layer_number[/code] between 1 and 32.
</description>
</method>
<method name="get_rid" qualifiers="const">
<return type="RID" />
<description>
Returns the object's [RID].
</description>
</method>
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<method name="get_shape_owner_one_way_collision_margin" qualifiers="const">
<return type="float" />
<argument index="0" name="owner_id" type="int" />
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<description>
Returns the [code]one_way_collision_margin[/code] of the shape owner identified by given [code]owner_id[/code].
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</description>
</method>
<method name="get_shape_owners">
<return type="Array" />
<description>
Returns an [Array] of [code]owner_id[/code] identifiers. You can use these ids in other methods that take [code]owner_id[/code] as an argument.
</description>
</method>
<method name="is_shape_owner_disabled" qualifiers="const">
<return type="bool" />
<argument index="0" name="owner_id" type="int" />
<description>
If [code]true[/code], the shape owner and its shapes are disabled.
</description>
</method>
<method name="is_shape_owner_one_way_collision_enabled" qualifiers="const">
<return type="bool" />
<argument index="0" name="owner_id" type="int" />
<description>
Returns [code]true[/code] if collisions for the shape owner originating from this [CollisionObject2D] will not be reported to collided with [CollisionObject2D]s.
</description>
</method>
<method name="remove_shape_owner">
<return type="void" />
<argument index="0" name="owner_id" type="int" />
<description>
Removes the given shape owner.
</description>
</method>
<method name="set_collision_layer_value">
<return type="void" />
<argument index="0" name="layer_number" type="int" />
<argument index="1" name="value" type="bool" />
<description>
Based on [code]value[/code], enables or disables the specified layer in the [member collision_layer], given a [code]layer_number[/code] between 1 and 32.
</description>
</method>
<method name="set_collision_mask_value">
<return type="void" />
<argument index="0" name="layer_number" type="int" />
<argument index="1" name="value" type="bool" />
<description>
Based on [code]value[/code], enables or disables the specified layer in the [member collision_mask], given a [code]layer_number[/code] between 1 and 32.
</description>
</method>
<method name="shape_find_owner" qualifiers="const">
<return type="int" />
<argument index="0" name="shape_index" type="int" />
<description>
Returns the [code]owner_id[/code] of the given shape.
</description>
</method>
<method name="shape_owner_add_shape">
<return type="void" />
<argument index="0" name="owner_id" type="int" />
<argument index="1" name="shape" type="Shape2D" />
<description>
Adds a [Shape2D] to the shape owner.
</description>
</method>
<method name="shape_owner_clear_shapes">
<return type="void" />
<argument index="0" name="owner_id" type="int" />
<description>
Removes all shapes from the shape owner.
</description>
</method>
<method name="shape_owner_get_owner" qualifiers="const">
<return type="Object" />
<argument index="0" name="owner_id" type="int" />
<description>
Returns the parent object of the given shape owner.
</description>
</method>
<method name="shape_owner_get_shape" qualifiers="const">
<return type="Shape2D" />
<argument index="0" name="owner_id" type="int" />
<argument index="1" name="shape_id" type="int" />
<description>
Returns the [Shape2D] with the given id from the given shape owner.
</description>
</method>
<method name="shape_owner_get_shape_count" qualifiers="const">
<return type="int" />
<argument index="0" name="owner_id" type="int" />
<description>
Returns the number of shapes the given shape owner contains.
</description>
</method>
<method name="shape_owner_get_shape_index" qualifiers="const">
<return type="int" />
<argument index="0" name="owner_id" type="int" />
<argument index="1" name="shape_id" type="int" />
<description>
Returns the child index of the [Shape2D] with the given id from the given shape owner.
</description>
</method>
<method name="shape_owner_get_transform" qualifiers="const">
<return type="Transform2D" />
<argument index="0" name="owner_id" type="int" />
<description>
Returns the shape owner's [Transform2D].
</description>
</method>
<method name="shape_owner_remove_shape">
<return type="void" />
<argument index="0" name="owner_id" type="int" />
<argument index="1" name="shape_id" type="int" />
<description>
Removes a shape from the given shape owner.
</description>
</method>
<method name="shape_owner_set_disabled">
<return type="void" />
<argument index="0" name="owner_id" type="int" />
<argument index="1" name="disabled" type="bool" />
<description>
If [code]true[/code], disables the given shape owner.
</description>
</method>
<method name="shape_owner_set_one_way_collision">
<return type="void" />
<argument index="0" name="owner_id" type="int" />
<argument index="1" name="enable" type="bool" />
<description>
If [code]enable[/code] is [code]true[/code], collisions for the shape owner originating from this [CollisionObject2D] will not be reported to collided with [CollisionObject2D]s.
</description>
</method>
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<method name="shape_owner_set_one_way_collision_margin">
<return type="void" />
<argument index="0" name="owner_id" type="int" />
<argument index="1" name="margin" type="float" />
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<description>
Sets the [code]one_way_collision_margin[/code] of the shape owner identified by given [code]owner_id[/code] to [code]margin[/code] pixels.
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</description>
</method>
<method name="shape_owner_set_transform">
<return type="void" />
<argument index="0" name="owner_id" type="int" />
<argument index="1" name="transform" type="Transform2D" />
<description>
Sets the [Transform2D] of the given shape owner.
</description>
</method>
</methods>
<members>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
The physics layers this CollisionObject2D is in. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask].
[b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
The physics layers this CollisionObject2D scans. Collision objects can scan one or more of 32 different layers. See also [member collision_layer].
[b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="disable_mode" type="int" setter="set_disable_mode" getter="get_disable_mode" enum="CollisionObject2D.DisableMode" default="0">
Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes.
</member>
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<member name="input_pickable" type="bool" setter="set_pickable" getter="is_pickable" default="true">
If [code]true[/code], this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events. Requires at least one [code]collision_layer[/code] bit to be set.
</member>
</members>
<signals>
<signal name="input_event">
<argument index="0" name="viewport" type="Node" />
<argument index="1" name="event" type="InputEvent" />
<argument index="2" name="shape_idx" type="int" />
<description>
Emitted when an input event occurs. Requires [member input_pickable] to be [code]true[/code] and at least one [code]collision_layer[/code] bit to be set. See [method _input_event] for details.
</description>
</signal>
<signal name="mouse_entered">
<description>
Emitted when the mouse pointer enters any of this object's shapes. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. Note that moving between different shapes within a single [CollisionObject2D] won't cause this signal to be emitted.
</description>
</signal>
<signal name="mouse_exited">
<description>
Emitted when the mouse pointer exits all this object's shapes. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set. Note that moving between different shapes within a single [CollisionObject2D] won't cause this signal to be emitted.
</description>
</signal>
<signal name="mouse_shape_entered">
<argument index="0" name="shape_idx" type="int" />
<description>
Emitted when the mouse pointer enters any of this object's shapes or moves from one shape to another. [code]shape_idx[/code] is the child index of the newly entered [Shape2D]. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set.
</description>
</signal>
<signal name="mouse_shape_exited">
<argument index="0" name="shape_idx" type="int" />
<description>
Emitted when the mouse pointer exits any of this object's shapes. [code]shape_idx[/code] is the child index of the exited [Shape2D]. Requires [member input_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set.
</description>
</signal>
</signals>
<constants>
<constant name="DISABLE_MODE_REMOVE" value="0" enum="DisableMode">
When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], remove from the physics simulation to stop all physics interactions with this [CollisionObject2D].
Automatically re-added to the physics simulation when the [Node] is processed again.
</constant>
<constant name="DISABLE_MODE_MAKE_STATIC" value="1" enum="DisableMode">
When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area2D]. [PhysicsBody2D] can't be affected by forces or other bodies while static.
Automatically set [PhysicsBody2D] back to its original mode when the [Node] is processed again.
</constant>
<constant name="DISABLE_MODE_KEEP_ACTIVE" value="2" enum="DisableMode">
When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], do not affect the physics simulation.
</constant>
</constants>
</class>