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Diffstat (limited to 'doc/classes/PhysicsBody2D.xml')
-rw-r--r-- | doc/classes/PhysicsBody2D.xml | 79 |
1 files changed, 23 insertions, 56 deletions
diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml index 6afbd1ee8e..e00c473bcd 100644 --- a/doc/classes/PhysicsBody2D.xml +++ b/doc/classes/PhysicsBody2D.xml @@ -7,88 +7,55 @@ PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> </tutorials> <methods> <method name="add_collision_exception_with"> - <return type="void"> - </return> - <argument index="0" name="body" type="Node"> - </argument> + <return type="void" /> + <argument index="0" name="body" type="Node" /> <description> Adds a body to the list of bodies that this body can't collide with. </description> </method> <method name="get_collision_exceptions"> - <return type="PhysicsBody2D[]"> - </return> + <return type="PhysicsBody2D[]" /> <description> Returns an array of nodes that were added as collision exceptions for this body. </description> </method> - <method name="get_collision_layer_bit" qualifiers="const"> - <return type="bool"> - </return> - <argument index="0" name="bit" type="int"> - </argument> + <method name="move_and_collide"> + <return type="KinematicCollision2D" /> + <argument index="0" name="rel_vec" type="Vector2" /> + <argument index="1" name="test_only" type="bool" default="false" /> + <argument index="2" name="safe_margin" type="float" default="0.08" /> <description> - Returns an individual bit on the [member collision_layer]. - </description> - </method> - <method name="get_collision_mask_bit" qualifiers="const"> - <return type="bool"> - </return> - <argument index="0" name="bit" type="int"> - </argument> - <description> - Returns an individual bit on the [member collision_mask]. + Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision2D], which contains information about the collision. + If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given. + [code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody2D.collision/safe_margin] for more details). </description> </method> <method name="remove_collision_exception_with"> - <return type="void"> - </return> - <argument index="0" name="body" type="Node"> - </argument> + <return type="void" /> + <argument index="0" name="body" type="Node" /> <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> - Sets individual bits on the [member collision_layer] bitmask. Use this if you only need to change one layer's value. - </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> + <method name="test_move"> + <return type="bool" /> + <argument index="0" name="from" type="Transform2D" /> + <argument index="1" name="rel_vec" type="Vector2" /> + <argument index="2" name="collision" type="KinematicCollision2D" default="null" /> + <argument index="3" name="safe_margin" type="float" default="0.08" /> <description> - Sets individual bits on the [member collision_mask] bitmask. Use this if you only need to change one layer's value. + Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/code] if a collision would occur. + [code]collision[/code] is an optional object of type [KinematicCollision2D], which contains additional information about the collision (should there be one). + [code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody2D.collision/safe_margin] for more details). </description> </method> </methods> <members> - <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> - 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 [member 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" default="1"> - The physics layers this area scans for collisions. - </member> <member name="input_pickable" type="bool" setter="set_pickable" getter="is_pickable" override="true" default="false" /> - <member name="layers" type="int" setter="_set_layers" getter="_get_layers"> - Both [member collision_layer] and [member collision_mask]. Returns [member collision_layer] when accessed. Updates [member collision_layer] and [member collision_mask] when modified. - </member> </members> <constants> </constants> |