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For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
(cherry picked from commit 7adf4cc9b5)
77 lines
3.4 KiB
XML
77 lines
3.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PhysicsBody" inherits="CollisionObject" version="3.3">
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<brief_description>
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Base class for all objects affected by physics in 3D space.
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</brief_description>
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<description>
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PhysicsBody is an abstract base class for implementing a physics body. All *Body types inherit from it.
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/3.3/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="Array" />
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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="get_collision_layer_bit" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="bit" type="int" />
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<description>
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Returns an individual bit on the [member collision_layer].
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</description>
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</method>
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<method name="get_collision_mask_bit" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="bit" type="int" />
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<description>
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Returns an individual bit on the [member collision_mask].
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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="set_collision_layer_bit">
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<return type="void" />
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<argument index="0" name="bit" type="int" />
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<argument index="1" name="value" type="bool" />
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<description>
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Sets individual bits on the [member collision_layer] bitmask. Use this if you only need to change one layer's value.
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</description>
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</method>
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<method name="set_collision_mask_bit">
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<return type="void" />
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<argument index="0" name="bit" type="int" />
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<argument index="1" name="value" type="bool" />
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<description>
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Sets individual bits on the [member collision_mask] bitmask. Use this if you only need to change one layer's value.
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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="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
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The physics layers this area is in.
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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 [member collision_mask] property.
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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. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
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The physics layers this area scans for collisions. See [url=https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
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</member>
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</members>
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<constants>
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</constants>
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</class>
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