.. Generated automatically by doc/tools/makerst.py in Godot's source tree. .. DO NOT EDIT THIS FILE, but the PhysicsBody.xml source instead. .. The source is found in doc/classes or modules//doc_classes. .. _class_PhysicsBody: PhysicsBody =========== **Inherits:** :ref:`CollisionObject` **<** :ref:`Spatial` **<** :ref:`Node` **<** :ref:`Object` **Inherited By:** :ref:`StaticBody`, :ref:`KinematicBody`, :ref:`RigidBody` **Category:** Core Brief Description ----------------- Base class for all objects affected by physics in 3D space. Member Functions ---------------- +--------------------------+------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`add_collision_exception_with` **(** :ref:`Node` body **)** | +--------------------------+------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`get_collision_layer_bit` **(** :ref:`int` bit **)** const | +--------------------------+------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`get_collision_mask_bit` **(** :ref:`int` bit **)** const | +--------------------------+------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`remove_collision_exception_with` **(** :ref:`Node` body **)** | +--------------------------+------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_collision_layer_bit` **(** :ref:`int` bit, :ref:`bool` value **)** | +--------------------------+------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_collision_mask_bit` **(** :ref:`int` bit, :ref:`bool` value **)** | +--------------------------+------------------------------------------------------------------------------------------------------------------------------------------------+ Member Variables ---------------- .. _class_PhysicsBody_collision_layer: - :ref:`int` **collision_layer** - The physics layers this area is in. 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 collision_mask property. 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_PhysicsBody_collision_mask: - :ref:`int` **collision_mask** - The physics layers this area can scan for collisions. Description ----------- PhysicsBody is an abstract base class for implementing a physics body. All \*Body types inherit from it. Member Function Description --------------------------- .. _class_PhysicsBody_add_collision_exception_with: - void **add_collision_exception_with** **(** :ref:`Node` body **)** Adds a body to the list of bodies that this body can't collide with. .. _class_PhysicsBody_get_collision_layer_bit: - :ref:`bool` **get_collision_layer_bit** **(** :ref:`int` bit **)** const .. _class_PhysicsBody_get_collision_mask_bit: - :ref:`bool` **get_collision_mask_bit** **(** :ref:`int` bit **)** const .. _class_PhysicsBody_remove_collision_exception_with: - void **remove_collision_exception_with** **(** :ref:`Node` body **)** Removes a body from the list of bodies that this body can't collide with. .. _class_PhysicsBody_set_collision_layer_bit: - void **set_collision_layer_bit** **(** :ref:`int` bit, :ref:`bool` value **)** .. _class_PhysicsBody_set_collision_mask_bit: - void **set_collision_mask_bit** **(** :ref:`int` bit, :ref:`bool` value **)**