Base class for all objects affected by physics in 3D space.
    public abstract class PhysicsBody : CollisionObject

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

Inheritance Chain

Derived Classes

Properties

    public int CollisionLayer { get; set; }

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.

    public int CollisionMask { get; set; }

The physics layers this area scans for collisions.

Methods

    public void AddCollisionExceptionWith(Node body)

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

    public Godot.Collections.Array GetCollisionExceptions()

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

    public int GetCollisionLayer()

Getter for CollisionLayer

    public bool GetCollisionLayerBit(int bit)

Returns an individual bit on the collision mask.

    public int GetCollisionMask()

Getter for CollisionMask

    public bool GetCollisionMaskBit(int bit)

Returns an individual bit on the collision mask.

    public void RemoveCollisionExceptionWith(Node body)

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

    public void SetCollisionLayer(int layer)

Setter for CollisionLayer

    public void SetCollisionLayerBit(int bit, bool value)

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

    public void SetCollisionMask(int mask)

Setter for CollisionMask

    public void SetCollisionMaskBit(int bit, bool value)

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

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