<?xml version="1.0" encoding="UTF-8" ?> <class name="PhysicsBody2D" inherits="CollisionObject2D" version="4.0"> <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> <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> <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> <description> Returns an array of nodes that were added as collision exceptions for this body. </description> </method> <method name="move_and_collide"> <return type="KinematicCollision2D"> </return> <argument index="0" name="rel_vec" type="Vector2"> </argument> <argument index="1" name="infinite_inertia" type="bool" default="true"> </argument> <argument index="2" name="exclude_raycast_shapes" type="bool" default="true"> </argument> <argument index="3" name="test_only" type="bool" default="false"> </argument> <argument index="4" name="safe_margin" type="float" default="0.08"> </argument> <description> 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> <description> Removes a body from the list of bodies that this body can't collide with. </description> </method> <method name="test_move"> <return type="bool"> </return> <argument index="0" name="from" type="Transform2D"> </argument> <argument index="1" name="rel_vec" type="Vector2"> </argument> <argument index="2" name="infinite_inertia" type="bool" default="true"> </argument> <argument index="3" name="exclude_raycast_shapes" type="bool" default="true"> </argument> <argument index="4" name="collision" type="KinematicCollision2D" default="null"> </argument> <argument index="5" name="safe_margin" type="float" default="0.08"> </argument> <description> 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="input_pickable" type="bool" setter="set_pickable" getter="is_pickable" override="true" default="false" /> </members> <constants> </constants> </class>