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/Godot 3.0

PhysicsBody2D

Inherits: CollisionObject2D < Node2D < CanvasItem < Node < Object

Inherited By: RigidBody2D, StaticBody2D, KinematicBody2D

Category: Core

Brief Description

Base class for all objects affected by physics in 2D space.

Member Functions

void add_collision_exception_with ( Node body )
bool get_collision_layer_bit ( int bit ) const
bool get_collision_mask_bit ( int bit ) const
void remove_collision_exception_with ( Node body )
void set_collision_layer_bit ( int bit, bool value )
void set_collision_mask_bit ( int bit, bool value )

Member Variables

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.

  • int collision_mask - The physics layers this area can scan for collisions.
  • 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

void add_collision_exception_with ( Node body )

Adds a body to the list of bodies that this body can’t collide with.

bool get_collision_layer_bit ( int bit ) const

Return an individual bit on the collision mask.

bool get_collision_mask_bit ( int bit ) const

Return an individual bit on the collision mask.

void remove_collision_exception_with ( Node body )

Removes a body from the list of bodies that this body can’t collide with.

void set_collision_layer_bit ( int bit, bool value )

Set/clear individual bits on the layer mask. This makes getting a body in/out of only one layer easier.

void set_collision_mask_bit ( int bit, bool value )

Set/clear individual bits on the collision mask. This makes selecting the areas scanned easier.

© 2014–2018 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
http://docs.godotengine.org/en/3.0/classes/class_physicsbody2d.html