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4da3a87f7d
Infinite inertia: Not needed anymore, since it's now possible to set one-directional collision layers in order for characters to ignore rigid bodies, while rigid bodies still collide with characters. Ray shapes: They were introduced as a work around to allow constant speed on slopes, which is now possible with the new property in CharacterBody instead.
63 lines
3.1 KiB
XML
63 lines
3.1 KiB
XML
<?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>
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<description>
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PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it.
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</description>
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<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>
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<methods>
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<method name="add_collision_exception_with">
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<return type="void" />
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<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>
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</method>
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<method name="get_collision_exceptions">
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<return type="PhysicsBody2D[]" />
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<description>
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Returns an array of nodes that were added as collision exceptions for this body.
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</description>
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</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="rel_vec" type="Vector2" />
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<argument index="1" name="test_only" type="bool" default="false" />
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<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]rel_vec[/code]. 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>
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</method>
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<method name="remove_collision_exception_with">
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<return type="void" />
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<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>
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</method>
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<method name="test_move">
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<return type="bool" />
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<argument index="0" name="from" type="Transform2D" />
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<argument index="1" name="rel_vec" type="Vector2" />
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<argument index="2" name="collision" type="KinematicCollision2D" default="null" />
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<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. 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.
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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>
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</method>
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</methods>
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<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>
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<constants>
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</constants>
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</class>
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