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.. 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:`set_layer_mask<class_PhysicsBody2D_set_layer_mask>`  **(** :ref:`int<class_int>` mask  **)**                                                       |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>`          | :ref:`get_layer_mask<class_PhysicsBody2D_get_layer_mask>`  **(** **)** const                                                                             |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
| void                           | :ref:`set_collision_mask<class_PhysicsBody2D_set_collision_mask>`  **(** :ref:`int<class_int>` mask  **)**                                               |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>`          | :ref:`get_collision_mask<class_PhysicsBody2D_get_collision_mask>`  **(** **)** const                                                                     |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
| void                           | :ref:`set_collision_mask_bit<class_PhysicsBody2D_set_collision_mask_bit>`  **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value  **)**         |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>`        | :ref:`get_collision_mask_bit<class_PhysicsBody2D_get_collision_mask_bit>`  **(** :ref:`int<class_int>` bit  **)** const                                  |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
| void                           | :ref:`set_layer_mask_bit<class_PhysicsBody2D_set_layer_mask_bit>`  **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value  **)**                 |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>`        | :ref:`get_layer_mask_bit<class_PhysicsBody2D_get_layer_mask_bit>`  **(** :ref:`int<class_int>` bit  **)** const                                          |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
| void                           | :ref:`set_one_way_collision_direction<class_PhysicsBody2D_set_one_way_collision_direction>`  **(** :ref:`Vector2<class_vector2>` dir  **)**              |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector2<class_vector2>`  | :ref:`get_one_way_collision_direction<class_PhysicsBody2D_get_one_way_collision_direction>`  **(** **)** const                                           |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
| void                           | :ref:`set_one_way_collision_max_depth<class_PhysicsBody2D_set_one_way_collision_max_depth>`  **(** :ref:`float<class_float>` depth  **)**                |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`float<class_float>`      | :ref:`get_one_way_collision_max_depth<class_PhysicsBody2D_get_one_way_collision_max_depth>`  **(** **)** const                                           |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
| void                           | :ref:`add_collision_exception_with<class_PhysicsBody2D_add_collision_exception_with>`  **(** :ref:`PhysicsBody2D<class_physicsbody2d>` body  **)**       |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------+
| void                           | :ref:`remove_collision_exception_with<class_PhysicsBody2D_remove_collision_exception_with>`  **(** :ref:`PhysicsBody2D<class_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<class_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<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_get_layer_mask:

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

Return the physics layer this area is in.

.. _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_get_collision_mask:

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

Return an individual bit on the collision mask.

.. _class_PhysicsBody2D_set_layer_mask_bit:

- void  **set_layer_mask_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_get_layer_mask_bit:

- :ref:`bool<class_bool>`  **get_layer_mask_bit**  **(** :ref:`int<class_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<class_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<class_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<class_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_set_one_way_collision_direction>`).

.. _class_PhysicsBody2D_get_one_way_collision_max_depth:

- :ref:`float<class_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<class_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<class_physicsbody2d>` body  **)**

Removes a body from the collision exception list.


