Attention: Here be dragons
This is the latest
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Checking the stable version of the documentation...
CollisionObject2D¶
Inherits: Node2D < CanvasItem < Node < Object
Inherited By: Area2D, PhysicsBody2D
Abstract base class for 2D physics objects.
描述¶
Abstract base class for 2D physics objects. CollisionObject2D can hold any number of Shape2Ds for collision. Each shape must be assigned to a shape owner. Shape owners are not nodes and do not appear in the editor, but are accessible through code using the shape_owner_*
methods.
Note: Only collisions between objects within the same canvas (Viewport canvas or CanvasLayer) are supported. The behavior of collisions between objects in different canvases is undefined.
属性¶
|
||
|
||
|
||
|
||
|
Methods¶
信号¶
input_event ( Node viewport, InputEvent event, int shape_idx )
Emitted when an input event occurs. Requires input_pickable to be true
and at least one collision_layer bit to be set. See _input_event for details.
mouse_entered ( )
Emitted when the mouse pointer enters any of this object's shapes. Requires input_pickable to be true
and at least one collision_layer bit to be set. Note that moving between different shapes within a single CollisionObject2D won't cause this signal to be emitted.
Note: Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the CollisionObject2D's area is small. This signal may also not be emitted if another CollisionObject2D is overlapping the CollisionObject2D in question.
mouse_exited ( )
Emitted when the mouse pointer exits all this object's shapes. Requires input_pickable to be true
and at least one collision_layer bit to be set. Note that moving between different shapes within a single CollisionObject2D won't cause this signal to be emitted.
Note: Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the CollisionObject2D's area is small. This signal may also not be emitted if another CollisionObject2D is overlapping the CollisionObject2D in question.
mouse_shape_entered ( int shape_idx )
Emitted when the mouse pointer enters any of this object's shapes or moves from one shape to another. shape_idx
is the child index of the newly entered Shape2D. Requires input_pickable to be true
and at least one collision_layer bit to be set.
mouse_shape_exited ( int shape_idx )
Emitted when the mouse pointer exits any of this object's shapes. shape_idx
is the child index of the exited Shape2D. Requires input_pickable to be true
and at least one collision_layer bit to be set.
Enumerations¶
enum DisableMode:
DisableMode DISABLE_MODE_REMOVE = 0
When Node.process_mode is set to Node.PROCESS_MODE_DISABLED, remove from the physics simulation to stop all physics interactions with this CollisionObject2D.
Automatically re-added to the physics simulation when the Node is processed again.
DisableMode DISABLE_MODE_MAKE_STATIC = 1
When Node.process_mode is set to Node.PROCESS_MODE_DISABLED, make the body static. Doesn't affect Area2D. PhysicsBody2D can't be affected by forces or other bodies while static.
Automatically set PhysicsBody2D back to its original mode when the Node is processed again.
DisableMode DISABLE_MODE_KEEP_ACTIVE = 2
When Node.process_mode is set to Node.PROCESS_MODE_DISABLED, do not affect the physics simulation.
Property Descriptions¶
int collision_layer = 1
The physics layers this CollisionObject2D is in. Collision objects can exist in one or more of 32 different layers. See also collision_mask.
Note: Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See Collision layers and masks in the documentation for more information.
int collision_mask = 1
The physics layers this CollisionObject2D scans. Collision objects can scan one or more of 32 different layers. See also collision_layer.
Note: Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See Collision layers and masks in the documentation for more information.
float collision_priority = 1.0
The priority used to solve colliding when occurring penetration. The higher the priority is, the lower the penetration into the object will be. This can for example be used to prevent the player from breaking through the boundaries of a level.
DisableMode disable_mode = 0
void set_disable_mode ( DisableMode value )
DisableMode get_disable_mode ( )
Defines the behavior in physics when Node.process_mode is set to Node.PROCESS_MODE_DISABLED. See DisableMode for more details about the different modes.
bool input_pickable = true
If true
, this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events. Requires at least one collision_layer bit to be set.
Method Descriptions¶
void _input_event ( Viewport viewport, InputEvent event, int shape_idx ) virtual
Accepts unhandled InputEvents. shape_idx
is the child index of the clicked Shape2D. Connect to the input_event
signal to easily pick up these events.
Note: _input_event requires input_pickable to be true
and at least one collision_layer bit to be set.
void _mouse_enter ( ) virtual
Called when the mouse pointer enters any of this object's shapes. Requires input_pickable to be true
and at least one collision_layer bit to be set. Note that moving between different shapes within a single CollisionObject2D won't cause this function to be called.
void _mouse_exit ( ) virtual
Called when the mouse pointer exits all this object's shapes. Requires input_pickable to be true
and at least one collision_layer bit to be set. Note that moving between different shapes within a single CollisionObject2D won't cause this function to be called.
void _mouse_shape_enter ( int shape_idx ) virtual
Called when the mouse pointer enters any of this object's shapes or moves from one shape to another. shape_idx
is the child index of the newly entered Shape2D. Requires input_pickable to be true
and at least one collision_layer bit to be called.
void _mouse_shape_exit ( int shape_idx ) virtual
Called when the mouse pointer exits any of this object's shapes. shape_idx
is the child index of the exited Shape2D. Requires input_pickable to be true
and at least one collision_layer bit to be called.
int create_shape_owner ( Object owner )
Creates a new shape owner for the given object. Returns owner_id
of the new owner for future reference.
bool get_collision_layer_value ( int layer_number ) const
Returns whether or not the specified layer of the collision_layer is enabled, given a layer_number
between 1 and 32.
bool get_collision_mask_value ( int layer_number ) const
Returns whether or not the specified layer of the collision_mask is enabled, given a layer_number
between 1 and 32.
RID get_rid ( ) const
Returns the object's RID.
float get_shape_owner_one_way_collision_margin ( int owner_id ) const
Returns the one_way_collision_margin
of the shape owner identified by given owner_id
.
PackedInt32Array get_shape_owners ( )
Returns an Array of owner_id
identifiers. You can use these ids in other methods that take owner_id
as an argument.
bool is_shape_owner_disabled ( int owner_id ) const
If true
, the shape owner and its shapes are disabled.
bool is_shape_owner_one_way_collision_enabled ( int owner_id ) const
Returns true
if collisions for the shape owner originating from this CollisionObject2D will not be reported to collided with CollisionObject2Ds.
void remove_shape_owner ( int owner_id )
Removes the given shape owner.
void set_collision_layer_value ( int layer_number, bool value )
Based on value
, enables or disables the specified layer in the collision_layer, given a layer_number
between 1 and 32.
void set_collision_mask_value ( int layer_number, bool value )
Based on value
, enables or disables the specified layer in the collision_mask, given a layer_number
between 1 and 32.
int shape_find_owner ( int shape_index ) const
Returns the owner_id
of the given shape.
void shape_owner_add_shape ( int owner_id, Shape2D shape )
Adds a Shape2D to the shape owner.
void shape_owner_clear_shapes ( int owner_id )
Removes all shapes from the shape owner.
Object shape_owner_get_owner ( int owner_id ) const
Returns the parent object of the given shape owner.
Shape2D shape_owner_get_shape ( int owner_id, int shape_id ) const
Returns the Shape2D with the given ID from the given shape owner.
int shape_owner_get_shape_count ( int owner_id ) const
Returns the number of shapes the given shape owner contains.
int shape_owner_get_shape_index ( int owner_id, int shape_id ) const
Returns the child index of the Shape2D with the given ID from the given shape owner.
Transform2D shape_owner_get_transform ( int owner_id ) const
Returns the shape owner's Transform2D.
void shape_owner_remove_shape ( int owner_id, int shape_id )
Removes a shape from the given shape owner.
void shape_owner_set_disabled ( int owner_id, bool disabled )
If true
, disables the given shape owner.
void shape_owner_set_one_way_collision ( int owner_id, bool enable )
If enable
is true
, collisions for the shape owner originating from this CollisionObject2D will not be reported to collided with CollisionObject2Ds.
void shape_owner_set_one_way_collision_margin ( int owner_id, float margin )
Sets the one_way_collision_margin
of the shape owner identified by given owner_id
to margin
pixels.
void shape_owner_set_transform ( int owner_id, Transform2D transform )
Sets the Transform2D of the given shape owner.