godot/doc/classes/PhysicsBody.xml
2018-11-05 08:46:27 +01:00

94 lines
3.2 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsBody" inherits="CollisionObject" category="Core" version="3.1">
<brief_description>
Base class for all objects affected by physics in 3D space.
</brief_description>
<description>
PhysicsBody is an abstract base class for implementing a physics body. All *Body types inherit from it.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
</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_exceptions">
<return type="Array">
</return>
<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>
<description>
Returns 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>
Returns 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>
Sets individual bits on the layer mask. 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>
<description>
Sets individual bits on the collision mask. Use this if you only need to change one layer's value.
</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 scans for collisions.
</member>
</members>
<constants>
</constants>
</class>