.. 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` **<** :ref:`Node2D` **<** :ref:`CanvasItem` **<** :ref:`Node` **<** :ref:`Object` **Inherited By:** :ref:`RigidBody2D`, :ref:`StaticBody2D`, :ref:`KinematicBody2D` **Category:** Core Brief Description ----------------- Base class for all objects affected by physics. Member Functions ---------------- +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_layer_mask` **(** :ref:`int` mask **)** | +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`get_layer_mask` **(** **)** const | +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_collision_mask` **(** :ref:`int` mask **)** | +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`get_collision_mask` **(** **)** const | +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_collision_mask_bit` **(** :ref:`int` bit, :ref:`bool` value **)** | +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`get_collision_mask_bit` **(** :ref:`int` bit **)** const | +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_layer_mask_bit` **(** :ref:`int` bit, :ref:`bool` value **)** | +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`get_layer_mask_bit` **(** :ref:`int` bit **)** const | +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_one_way_collision_direction` **(** :ref:`Vector2` dir **)** | +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Vector2` | :ref:`get_one_way_collision_direction` **(** **)** const | +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_one_way_collision_max_depth` **(** :ref:`float` depth **)** | +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`get_one_way_collision_max_depth` **(** **)** const | +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`add_collision_exception_with` **(** :ref:`PhysicsBody2D` body **)** | +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`remove_collision_exception_with` **(** :ref:`PhysicsBody2D` body **)** | +--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+ Description ----------- PhysicsBody2D is an abstract base class for implementing a physics body. All \*Body2D types inherit from it. Member Function Description --------------------------- .. _class_PhysicsBody2D_set_layer_mask: - void **set_layer_mask** **(** :ref:`int` mask **)** 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`. 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_get_layer_mask: - :ref:`int` **get_layer_mask** **(** **)** const Return the physics layer this area is in. .. _class_PhysicsBody2D_set_collision_mask: - void **set_collision_mask** **(** :ref:`int` mask **)** Set the physics layers this area can scan for collisions. .. _class_PhysicsBody2D_get_collision_mask: - :ref:`int` **get_collision_mask** **(** **)** const Return the physics layers this area can scan for collisions. .. _class_PhysicsBody2D_set_collision_mask_bit: - void **set_collision_mask_bit** **(** :ref:`int` bit, :ref:`bool` value **)** Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier. .. _class_PhysicsBody2D_get_collision_mask_bit: - :ref:`bool` **get_collision_mask_bit** **(** :ref:`int` bit **)** const Return an individual bit on the collision mask. .. _class_PhysicsBody2D_set_layer_mask_bit: - void **set_layer_mask_bit** **(** :ref:`int` bit, :ref:`bool` value **)** Set/clear individual bits on the layer mask. This makes getting a body in/out of only one layer easier. .. _class_PhysicsBody2D_get_layer_mask_bit: - :ref:`bool` **get_layer_mask_bit** **(** :ref:`int` bit **)** const Return an individual bit on the collision mask. .. _class_PhysicsBody2D_set_one_way_collision_direction: - void **set_one_way_collision_direction** **(** :ref:`Vector2` dir **)** Set a direction in which bodies can go through this one. If this value is different from (0,0), any movement within 90 degrees of this vector is considered a valid movement. Set this direction to (0,0) to disable one-way collisions. .. _class_PhysicsBody2D_get_one_way_collision_direction: - :ref:`Vector2` **get_one_way_collision_direction** **(** **)** const Return the direction used for one-way collision detection. .. _class_PhysicsBody2D_set_one_way_collision_max_depth: - void **set_one_way_collision_max_depth** **(** :ref:`float` depth **)** Set how far a body can go through this one, when it allows one-way collisions (see :ref:`set_one_way_collision_direction`). .. _class_PhysicsBody2D_get_one_way_collision_max_depth: - :ref:`float` **get_one_way_collision_max_depth** **(** **)** const Return how far a body can go through this one, when it allows one-way collisions. .. _class_PhysicsBody2D_add_collision_exception_with: - void **add_collision_exception_with** **(** :ref:`PhysicsBody2D` body **)** Adds a body to the collision exception list. This list contains bodies that this body will not collide with. .. _class_PhysicsBody2D_remove_collision_exception_with: - void **remove_collision_exception_with** **(** :ref:`PhysicsBody2D` body **)** Removes a body from the collision exception list.