PhysicsBody

Inherits: CollisionObject < Spatial < Node < Object

Inherited By: KinematicBody, PhysicalBone, RigidBody, StaticBody

Base class for all objects affected by physics in 3D space.

Description

PhysicsBody is an abstract base class for implementing a physics body. All *Body types inherit from it.

Property Descriptions

  • 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 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
Default 1
Setter set_collision_mask(value)
Getter get_collision_mask()

The physics layers this area scans for collisions.

Method Descriptions

  • void add_collision_exception_with ( Node body )

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


  • Array get_collision_exceptions ( )

Returns an array of nodes that were added as collision exceptions for this body.


  • bool get_collision_layer_bit ( int bit ) const

Returns an individual bit on the collision_layer.


  • bool get_collision_mask_bit ( int bit ) const

Returns 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 )

Sets individual bits on the collision_layer bitmask. Use this if you only need to change one layer’s value.


  • void set_collision_mask_bit ( int bit, bool value )

Sets individual bits on the collision_mask bitmask. Use this if you only need to change one layer’s value.