<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsBody2D" inherits="CollisionObject2D" version="3.2">
	<brief_description>
		Base class for all objects affected by physics in 2D space.
	</brief_description>
	<description>
		PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it.
	</description>
	<tutorials>
		<link>https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html</link>
	</tutorials>
	<methods>
		<method name="add_collision_exception_with">
			<return type="void">
			</return>
			<argument index="0" name="body" type="Node">
			</argument>
			<description>
				Adds a body to the list of bodies that this body can't collide with.
			</description>
		</method>
		<method name="get_collision_exceptions">
			<return type="Array">
			</return>
			<description>
				Returns an array of nodes that were added as collision exceptions for this body.
			</description>
		</method>
		<method name="get_collision_layer_bit" qualifiers="const">
			<return type="bool">
			</return>
			<argument index="0" name="bit" type="int">
			</argument>
			<description>
				Returns an individual bit on the [member collision_layer].
			</description>
		</method>
		<method name="get_collision_mask_bit" qualifiers="const">
			<return type="bool">
			</return>
			<argument index="0" name="bit" type="int">
			</argument>
			<description>
				Returns an individual bit on the [member collision_mask].
			</description>
		</method>
		<method name="remove_collision_exception_with">
			<return type="void">
			</return>
			<argument index="0" name="body" type="Node">
			</argument>
			<description>
				Removes a body from the list of bodies that this body can't collide with.
			</description>
		</method>
		<method name="set_collision_layer_bit">
			<return type="void">
			</return>
			<argument index="0" name="bit" type="int">
			</argument>
			<argument index="1" name="value" type="bool">
			</argument>
			<description>
				Sets individual bits on the [member collision_layer] bitmask. Use this if you only need to change one layer's value.
			</description>
		</method>
		<method name="set_collision_mask_bit">
			<return type="void">
			</return>
			<argument index="0" name="bit" type="int">
			</argument>
			<argument index="1" name="value" type="bool">
			</argument>
			<description>
				Sets individual bits on the [member collision_mask] bitmask. Use this if you only need to change one layer's value.
			</description>
		</method>
	</methods>
	<members>
		<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
			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 [member 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 [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
		</member>
		<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
			The physics layers this area scans for collisions. See [url=https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
		</member>
		<member name="input_pickable" type="bool" setter="set_pickable" getter="is_pickable" override="true" default="false" />
		<member name="layers" type="int" setter="_set_layers" getter="_get_layers">
			Both [member collision_layer] and [member collision_mask]. Returns [member collision_layer] when accessed. Updates [member collision_layer] and [member collision_mask] when modified.
		</member>
	</members>
	<constants>
	</constants>
</class>
