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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "PhysicsBody2D" inherits= "CollisionObject2D" version= "4.0" >
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<brief_description >
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Base class for all objects affected by physics in 2D space.
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</brief_description>
<description >
PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it.
</description>
<tutorials >
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<link title= "Physics introduction" > https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
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</tutorials>
<methods >
<method name= "add_collision_exception_with" >
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<return type= "void" />
<argument 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>
</method>
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<method name= "get_collision_exceptions" >
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<return type= "PhysicsBody2D[]" />
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<description >
Returns an array of nodes that were added as collision exceptions for this body.
</description>
</method>
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<method name= "move_and_collide" >
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<return type= "KinematicCollision2D" />
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<argument index= "0" name= "linear_velocity" type= "Vector2" />
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<argument index= "1" name= "test_only" type= "bool" default= "false" />
<argument index= "2" name= "safe_margin" type= "float" default= "0.08" />
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<description >
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Moves the body along the vector [code]linear_velocity[/code]. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
The body will stop if it collides. Returns a [KinematicCollision2D], which contains information about the collision.
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If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given.
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[code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody2D.collision/safe_margin] for more details).
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</description>
</method>
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<method name= "remove_collision_exception_with" >
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<return type= "void" />
<argument 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>
</method>
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<method name= "test_move" >
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<return type= "bool" />
<argument index= "0" name= "from" type= "Transform2D" />
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<argument index= "1" name= "linear_velocity" type= "Vector2" />
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<argument index= "2" name= "collision" type= "KinematicCollision2D" default= "null" />
<argument index= "3" name= "safe_margin" type= "float" default= "0.08" />
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<description >
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Checks for collisions without moving the body. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
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]linear_velocity[/code]. Returns [code]true[/code] if a collision would occur.
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[code]collision[/code] is an optional object of type [KinematicCollision2D], which contains additional information about the collision (should there be one).
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[code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody2D.collision/safe_margin] for more details).
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</description>
</method>
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</methods>
<members >
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<member name= "input_pickable" type= "bool" setter= "set_pickable" getter= "is_pickable" override= "true" default= "false" />
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</members>
</class>