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			66 lines
		
	
	
	
		
			4.1 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
			
		
		
	
	
			66 lines
		
	
	
	
		
			4.1 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
| <?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>
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| 	<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>
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| 	<tutorials>
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| 		<link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link>
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| 	</tutorials>
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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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| 			<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>
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| 		</method>
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| 		<method name="get_collision_exceptions">
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| 			<return type="PhysicsBody2D[]" />
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| 			<description>
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| 				Returns an array of nodes that were added as collision exceptions for this body.
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| 			</description>
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| 		</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" />
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| 			<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>
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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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| 			<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>
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| 		</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" />
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| 			<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].
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| 				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>
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| 		</method>
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| 	</methods>
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| 	<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>
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| </class>
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