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godot-docs/classes/class_physicsbody2d.rst
2017-11-27 08:32:15 +01:00

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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:`RigidBody2D<class_rigidbody2d>`, :ref:`StaticBody2D<class_staticbody2d>`, :ref:`KinematicBody2D<class_kinematicbody2d>`
**Category:** Core
Brief Description
-----------------
Base class for all objects affected by physics in 2D space.
Member Functions
----------------
+--------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`add_collision_exception_with<class_PhysicsBody2D_add_collision_exception_with>` **(** :ref:`Node<class_node>` body **)** |
+--------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`get_collision_layer_bit<class_PhysicsBody2D_get_collision_layer_bit>` **(** :ref:`int<class_int>` bit **)** const |
+--------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`get_collision_mask_bit<class_PhysicsBody2D_get_collision_mask_bit>` **(** :ref:`int<class_int>` bit **)** const |
+--------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`remove_collision_exception_with<class_PhysicsBody2D_remove_collision_exception_with>` **(** :ref:`Node<class_node>` body **)** |
+--------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_collision_layer_bit<class_PhysicsBody2D_set_collision_layer_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
+--------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_collision_mask_bit<class_PhysicsBody2D_set_collision_mask_bit>` **(** :ref:`int<class_int>` bit, :ref:`bool<class_bool>` value **)** |
+--------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------+
Member Variables
----------------
.. _class_PhysicsBody2D_collision_layer:
- :ref:`int<class_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_PhysicsBody2D_collision_mask:
- :ref:`int<class_int>` **collision_mask** - The physics layers this area can scan for collisions.
.. _class_PhysicsBody2D_layers:
- :ref:`int<class_int>` **layers** - Both collision_layer and collision_mask. Returns collision_layer when accessed. Updates collision_layers and collision_mask when modified.
Description
-----------
PhysicsBody2D is an abstract base class for implementing a physics body. All \*Body2D types inherit from it.
Member Function Description
---------------------------
.. _class_PhysicsBody2D_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_get_collision_layer_bit:
- :ref:`bool<class_bool>` **get_collision_layer_bit** **(** :ref:`int<class_int>` bit **)** const
Return an individual bit on the collision mask.
.. _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_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_set_collision_layer_bit:
- void **set_collision_layer_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_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.