.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the doc/base/classes.xml source instead.

.. _class_PhysicsBody2D:

PhysicsBody2D
=============

**Inherits:** :ref:`CollisionObject2D<class_collisionobject2d>` **<** :ref:`Node2D<class_node2d>` **<** :ref:`CanvasItem<class_canvasitem>` **<** :ref:`Node<class_node>` **<** :ref:`Object<class_object>`

**Inherited By:** :ref:`RigidBody2D<class_rigidbody2d>`, :ref:`StaticBody2D<class_staticbody2d>`, :ref:`KinematicBody2D<class_kinematicbody2d>`

**Category:** Core

Brief Description
-----------------

Base class for all objects affected by physics.

Member Functions
----------------

+--------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
| void                     | :ref:`add_collision_exception_with<class_PhysicsBody2D_add_collision_exception_with>`  **(** :ref:`Node<class_node>` body  **)**                   |
+--------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>`    | :ref:`get_collision_layer<class_PhysicsBody2D_get_collision_layer>`  **(** **)** const                                                             |
+--------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>`  | :ref:`get_collision_layer_bit<class_PhysicsBody2D_get_collision_layer_bit>`  **(** :ref:`int<class_int>` bit  **)** const                          |
+--------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>`    | :ref:`get_collision_mask<class_PhysicsBody2D_get_collision_mask>`  **(** **)** const                                                               |
+--------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>`  | :ref:`get_collision_mask_bit<class_PhysicsBody2D_get_collision_mask_bit>`  **(** :ref:`int<class_int>` bit  **)** const                            |
+--------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
| void                     | :ref:`remove_collision_exception_with<class_PhysicsBody2D_remove_collision_exception_with>`  **(** :ref:`Node<class_node>` body  **)**             |
+--------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
| void                     | :ref:`set_collision_layer<class_PhysicsBody2D_set_collision_layer>`  **(** :ref:`int<class_int>` layer  **)**                                      |
+--------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
| void                     | :ref:`set_collision_layer_bit<class_PhysicsBody2D_set_collision_layer_bit>`  **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value  **)** |
+--------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
| void                     | :ref:`set_collision_mask<class_PhysicsBody2D_set_collision_mask>`  **(** :ref:`int<class_int>` mask  **)**                                         |
+--------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+
| void                     | :ref:`set_collision_mask_bit<class_PhysicsBody2D_set_collision_mask_bit>`  **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value  **)**   |
+--------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------+

Member Variables
----------------

- :ref:`int<class_int>` **collision_layer**
- :ref:`int<class_int>` **collision_mask**
- :ref:`int<class_int>` **layers**

Description
-----------

PhysicsBody2D is an abstract base class for implementing a physics body. All \*Body2D types inherit from it.

Member Function Description
---------------------------

.. _class_PhysicsBody2D_add_collision_exception_with:

- void  **add_collision_exception_with**  **(** :ref:`Node<class_node>` body  **)**

.. _class_PhysicsBody2D_get_collision_layer:

- :ref:`int<class_int>`  **get_collision_layer**  **(** **)** const

Return the physics layer this area is in.

.. _class_PhysicsBody2D_get_collision_layer_bit:

- :ref:`bool<class_bool>`  **get_collision_layer_bit**  **(** :ref:`int<class_int>` bit  **)** const

Return an individual bit on the collision mask.

.. _class_PhysicsBody2D_get_collision_mask:

- :ref:`int<class_int>`  **get_collision_mask**  **(** **)** const

Return the physics layers this area can scan for collisions.

.. _class_PhysicsBody2D_get_collision_mask_bit:

- :ref:`bool<class_bool>`  **get_collision_mask_bit**  **(** :ref:`int<class_int>` bit  **)** const

Return an individual bit on the collision mask.

.. _class_PhysicsBody2D_remove_collision_exception_with:

- void  **remove_collision_exception_with**  **(** :ref:`Node<class_node>` body  **)**

.. _class_PhysicsBody2D_set_collision_layer:

- void  **set_collision_layer**  **(** :ref:`int<class_int>` layer  **)**

Set the physics layers this area is in.

Collidable objects can exist in any of 32 different layers. These layers are not visual, but more of a tagging system instead. A collidable can use these layers/tags to select with which objects it can collide, using :ref:`set_collision_mask<class_PhysicsBody2D_set_collision_mask>`.

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.

.. _class_PhysicsBody2D_set_collision_layer_bit:

- void  **set_collision_layer_bit**  **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value  **)**

Set/clear individual bits on the layer mask. This makes getting a body in/out of only one layer easier.

.. _class_PhysicsBody2D_set_collision_mask:

- void  **set_collision_mask**  **(** :ref:`int<class_int>` mask  **)**

Set the physics layers this area can scan for collisions.

.. _class_PhysicsBody2D_set_collision_mask_bit:

- void  **set_collision_mask_bit**  **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value  **)**

Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.


