/**************************************************************************/
/* physics_body_2d.h */
/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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#ifndef PHYSICS_BODY_2D_H
#define PHYSICS_BODY_2D_H
#include "core/templates/vset.h"
#include "scene/2d/physics/collision_object_2d.h"
#include "scene/2d/physics/kinematic_collision_2d.h"
#include "scene/resources/physics_material.h"
#include "servers/physics_server_2d.h"
class PhysicsBody2D : public CollisionObject2D {
GDCLASS(PhysicsBody2D, CollisionObject2D);
protected:
static void _bind_methods();
PhysicsBody2D(PhysicsServer2D::BodyMode p_mode);<--- Class 'PhysicsBody2D' has a constructor with 1 argument that is not explicit. [+]Class 'PhysicsBody2D' has a constructor with 1 argument that is not explicit. Such constructors should in general be explicit for type safety reasons. Using the explicit keyword in the constructor means some mistakes when using the class can be avoided.
Ref<KinematicCollision2D> motion_cache;
Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_test_only = false, real_t p_margin = 0.08, bool p_recovery_as_collision = false);
public:
bool move_and_collide(const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true);
bool test_move(const Transform2D &p_from, const Vector2 &p_motion, const Ref<KinematicCollision2D> &r_collision = Ref<KinematicCollision2D>(), real_t p_margin = 0.08, bool p_recovery_as_collision = false);
Vector2 get_gravity() const;
TypedArray<PhysicsBody2D> get_collision_exceptions();
void add_collision_exception_with(Node *p_node); //must be physicsbody
void remove_collision_exception_with(Node *p_node);
};
#endif // PHYSICS_BODY_2D_H