PhysicsBody2D¶
Inherits: CollisionObject2D < Node2D < CanvasItem < Node < Object
Inherited By: RigidBody2D, StaticBody2D, KinematicBody2D
Category: Core
Brief Description¶
Base class for all objects affected by physics.
Member Functions¶
void | add_collision_exception_with ( Node body ) |
int | get_collision_layer ( ) const |
bool | get_collision_layer_bit ( int bit ) const |
int | get_collision_mask ( ) const |
bool | get_collision_mask_bit ( int bit ) const |
void | remove_collision_exception_with ( Node body ) |
void | set_collision_layer ( int layer ) |
void | set_collision_layer_bit ( int bit, bool value ) |
void | set_collision_mask ( int mask ) |
void | set_collision_mask_bit ( int bit, bool value ) |
Description¶
PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it.
Member Function Description¶
- void add_collision_exception_with ( Node body )
- int get_collision_layer ( ) const
Return the physics layer this area is in.
Return an individual bit on the collision mask.
- int get_collision_mask ( ) const
Return the physics layers this area can scan for collisions.
Return an individual bit on the collision mask.
- void remove_collision_exception_with ( Node body )
- void set_collision_layer ( int layer )
Set the physics layers this area is in.
Collidable objects can exist in any of 32 different layers. These layers are not visual, but more of a tagging system instead. A collidable can use these layers/tags to select with which objects it can collide, using set_collision_mask.
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.
Set/clear individual bits on the layer mask. This makes getting a body in/out of only one layer easier.
- void set_collision_mask ( int mask )
Set a direction from which bodies can go through this one; that is, the passed vector is the normal of the pass-through side of the surface. If this value is different from (0,0), any movement within 90 degrees of the opposite of this vector is considered an valid movement. Set this direction to (0,0) to disable one-way collisions.
Set how deep at most a body can be with respect to this one for the physics server to force it to a non-overlapping position, if it allows one-way collisions (see body_set_one_way_collision_direction).