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godot-docs/classes/class_physicsbody2d.rst
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.. 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/<name>/doc_classes.
.. _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:`KinematicBody2D<class_KinematicBody2D>`, :ref:`RigidBody2D<class_RigidBody2D>`, :ref:`StaticBody2D<class_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<class_int>` | :ref:`collision_layer<class_PhysicsBody2D_property_collision_layer>` | ``1`` |
+-------------------------+----------------------------------------------------------------------+-------------------------------+
| :ref:`int<class_int>` | :ref:`collision_mask<class_PhysicsBody2D_property_collision_mask>` | ``1`` |
+-------------------------+----------------------------------------------------------------------+-------------------------------+
| :ref:`bool<class_bool>` | input_pickable | ``false`` *(parent override)* |
+-------------------------+----------------------------------------------------------------------+-------------------------------+
| :ref:`int<class_int>` | :ref:`layers<class_PhysicsBody2D_property_layers>` | |
+-------------------------+----------------------------------------------------------------------+-------------------------------+
Methods
-------
+---------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`add_collision_exception_with<class_PhysicsBody2D_method_add_collision_exception_with>` **(** :ref:`Node<class_Node>` body **)** |
+---------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>` | :ref:`get_collision_exceptions<class_PhysicsBody2D_method_get_collision_exceptions>` **(** **)** |
+---------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`get_collision_layer_bit<class_PhysicsBody2D_method_get_collision_layer_bit>` **(** :ref:`int<class_int>` bit **)** |const| |
+---------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`get_collision_mask_bit<class_PhysicsBody2D_method_get_collision_mask_bit>` **(** :ref:`int<class_int>` bit **)** |const| |
+---------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`remove_collision_exception_with<class_PhysicsBody2D_method_remove_collision_exception_with>` **(** :ref:`Node<class_Node>` body **)** |
+---------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_collision_layer_bit<class_PhysicsBody2D_method_set_collision_layer_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
+---------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_collision_mask_bit<class_PhysicsBody2D_method_set_collision_mask_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
+---------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------+
Property Descriptions
---------------------
.. _class_PhysicsBody2D_property_collision_layer:
- :ref:`int<class_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<class_PhysicsBody2D_property_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 <https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks>`_ in the documentation for more information.
----
.. _class_PhysicsBody2D_property_collision_mask:
- :ref:`int<class_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 <https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html#collision-layers-and-masks>`_ in the documentation for more information.
----
.. _class_PhysicsBody2D_property_layers:
- :ref:`int<class_int>` **layers**
Both :ref:`collision_layer<class_PhysicsBody2D_property_collision_layer>` and :ref:`collision_mask<class_PhysicsBody2D_property_collision_mask>`. Returns :ref:`collision_layer<class_PhysicsBody2D_property_collision_layer>` when accessed. Updates :ref:`collision_layer<class_PhysicsBody2D_property_collision_layer>` and :ref:`collision_mask<class_PhysicsBody2D_property_collision_mask>` when modified.
Method Descriptions
-------------------
.. _class_PhysicsBody2D_method_add_collision_exception_with:
- void **add_collision_exception_with** **(** :ref:`Node<class_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<class_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<class_bool>` **get_collision_layer_bit** **(** :ref:`int<class_int>` bit **)** |const|
Returns an individual bit on the :ref:`collision_layer<class_PhysicsBody2D_property_collision_layer>`.
----
.. _class_PhysicsBody2D_method_get_collision_mask_bit:
- :ref:`bool<class_bool>` **get_collision_mask_bit** **(** :ref:`int<class_int>` bit **)** |const|
Returns an individual bit on the :ref:`collision_mask<class_PhysicsBody2D_property_collision_mask>`.
----
.. _class_PhysicsBody2D_method_remove_collision_exception_with:
- void **remove_collision_exception_with** **(** :ref:`Node<class_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<class_int>` bit, :ref:`bool<class_bool>` value **)**
Sets individual bits on the :ref:`collision_layer<class_PhysicsBody2D_property_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<class_int>` bit, :ref:`bool<class_bool>` value **)**
Sets individual bits on the :ref:`collision_mask<class_PhysicsBody2D_property_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.)`