:github_url: hide .. Generated automatically by doc/tools/makerst.py in Godot's source tree. .. DO NOT EDIT THIS FILE, but the PhysicsBody2D.xml source instead. .. The source is found in doc/classes or modules//doc_classes. .. _class_PhysicsBody2D: PhysicsBody2D ============= **Inherits:** :ref:`CollisionObject2D` **<** :ref:`Node2D` **<** :ref:`CanvasItem` **<** :ref:`Node` **<** :ref:`Object` **Inherited By:** :ref:`KinematicBody2D`, :ref:`RigidBody2D`, :ref:`StaticBody2D` Base class for all objects affected by physics in 2D space. Description ----------- PhysicsBody2D is an abstract base class for implementing a physics body. All \*Body2D types inherit from it. Tutorials --------- - :doc:`../tutorials/physics/physics_introduction` Properties ---------- +-------------------------+----------------------------------------------------------------------+-------------------------------+ | :ref:`int` | :ref:`collision_layer` | ``1`` | +-------------------------+----------------------------------------------------------------------+-------------------------------+ | :ref:`int` | :ref:`collision_mask` | ``1`` | +-------------------------+----------------------------------------------------------------------+-------------------------------+ | :ref:`bool` | input_pickable | ``false`` *(parent override)* | +-------------------------+----------------------------------------------------------------------+-------------------------------+ | :ref:`int` | :ref:`layers` | | +-------------------------+----------------------------------------------------------------------+-------------------------------+ Methods ------- +---------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`add_collision_exception_with` **(** :ref:`Node` body **)** | +---------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Array` | :ref:`get_collision_exceptions` **(** **)** | +---------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------+ | :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 **)** | +---------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------+ Property Descriptions --------------------- .. _class_PhysicsBody2D_property_collision_layer: - :ref:`int` **collision_layer** +-----------+----------------------------+ | *Default* | ``1`` | +-----------+----------------------------+ | *Setter* | set_collision_layer(value) | +-----------+----------------------------+ | *Getter* | get_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 :ref:`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. See `Collision layers and masks `_ in the documentation for more information. ---- .. _class_PhysicsBody2D_property_collision_mask: - :ref:`int` **collision_mask** +-----------+---------------------------+ | *Default* | ``1`` | +-----------+---------------------------+ | *Setter* | set_collision_mask(value) | +-----------+---------------------------+ | *Getter* | get_collision_mask() | +-----------+---------------------------+ The physics layers this area scans for collisions. See `Collision layers and masks `_ in the documentation for more information. ---- .. _class_PhysicsBody2D_property_layers: - :ref:`int` **layers** Both :ref:`collision_layer` and :ref:`collision_mask`. Returns :ref:`collision_layer` when accessed. Updates :ref:`collision_layer` and :ref:`collision_mask` when modified. Method Descriptions ------------------- .. _class_PhysicsBody2D_method_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_PhysicsBody2D_method_get_collision_exceptions: - :ref:`Array` **get_collision_exceptions** **(** **)** Returns an array of nodes that were added as collision exceptions for this body. ---- .. _class_PhysicsBody2D_method_get_collision_layer_bit: - :ref:`bool` **get_collision_layer_bit** **(** :ref:`int` bit **)** |const| Returns an individual bit on the :ref:`collision_layer`. ---- .. _class_PhysicsBody2D_method_get_collision_mask_bit: - :ref:`bool` **get_collision_mask_bit** **(** :ref:`int` bit **)** |const| Returns an individual bit on the :ref:`collision_mask`. ---- .. _class_PhysicsBody2D_method_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_PhysicsBody2D_method_set_collision_layer_bit: - void **set_collision_layer_bit** **(** :ref:`int` bit, :ref:`bool` value **)** Sets individual bits on the :ref:`collision_layer` bitmask. Use this if you only need to change one layer's value. ---- .. _class_PhysicsBody2D_method_set_collision_mask_bit: - void **set_collision_mask_bit** **(** :ref:`int` bit, :ref:`bool` value **)** Sets individual bits on the :ref:`collision_mask` bitmask. Use this if you only need to change one layer's value. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`