89 lines
3.2 KiB
XML
89 lines
3.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="PhysicsBody2D" inherits="CollisionObject2D" category="Core" version="3.1-dev">
|
|
<brief_description>
|
|
Base class for all objects affected by physics in 2D space.
|
|
</brief_description>
|
|
<description>
|
|
PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it.
|
|
</description>
|
|
<tutorials>
|
|
http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html
|
|
</tutorials>
|
|
<demos>
|
|
</demos>
|
|
<methods>
|
|
<method name="add_collision_exception_with">
|
|
<return type="void">
|
|
</return>
|
|
<argument index="0" name="body" type="Node">
|
|
</argument>
|
|
<description>
|
|
Adds a body to the list of bodies that this body can't collide with.
|
|
</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>
|
|
Removes a body from the list of bodies that this body can't collide with.
|
|
</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>
|
|
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer">
|
|
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.
|
|
</member>
|
|
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
|
|
The physics layers this area can scan for collisions.
|
|
</member>
|
|
<member name="layers" type="int" setter="_set_layers" getter="_get_layers">
|
|
Both collision_layer and collision_mask. Returns collision_layer when accessed. Updates collision_layers and collision_mask when modified.
|
|
</member>
|
|
</members>
|
|
<constants>
|
|
</constants>
|
|
</class>
|