Base node for collision objects.
CollisionObject is the base class for physics objects. It can hold any number of collision [Shape]s. Each shape must be assigned to a [i]shape owner[/i]. The CollisionObject can have any number of shape owners. Shape owners are not nodes and do not appear in the editor, but are accessible through code using the [code]shape_owner_*[/code] methods.
Receives unhandled [InputEvent]s. [code]position[/code] is the location in world space of the mouse pointer on the surface of the shape with index [code]shape_idx[/code] and [code]normal[/code] is the normal vector of the surface at that point. Connect to the [signal input_event] signal to easily pick up these events.
Creates a new shape owner for the given object. Returns [code]owner_id[/code] of the new owner for future reference.
Returns whether or not the specified [code]bit[/code] of the [member collision_layer] is set.
Returns whether or not the specified [code]bit[/code] of the [member collision_mask] is set.
Returns the object's [RID].
Returns an [Array] of [code]owner_id[/code] identifiers. You can use these ids in other methods that take [code]owner_id[/code] as an argument.
If [code]true[/code], the shape owner and its shapes are disabled.
Removes the given shape owner.
If [code]value[/value] is [code]true[/code], sets the specified [code]bit[/code] in the the [member collision_layer].
If [code]value[/value] is [code]false[/code], clears the specified [code]bit[/code] in the the [member collision_layer].
If [code]value[/value] is [code]true[/code], sets the specified [code]bit[/code] in the the [member collision_mask].
If [code]value[/value] is [code]false[/code], clears the specified [code]bit[/code] in the the [member collision_mask].
Returns the [code]owner_id[/code] of the given shape.
Adds a [Shape] to the shape owner.
Removes all shapes from the shape owner.
Returns the parent object of the given shape owner.
Returns the [Shape] with the given id from the given shape owner.
Returns the number of shapes the given shape owner contains.
Returns the child index of the [Shape] with the given id from the given shape owner.
Returns the shape owner's [Transform].
Removes a shape from the given shape owner.
If [code]true[/code], disables the given shape owner.
Sets the [Transform] of the given shape owner.
The physics layers this CollisionObject3D is in. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask].
[b]Note:[/b] A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
The physics layers this CollisionObject3D scans. Collision objects can scan one or more of 32 different layers. See also [member collision_layer].
[b]Note:[/b] A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
If [code]true[/code], the [CollisionObject] will continue to receive input events as the mouse is dragged across its shapes.
If [code]true[/code], the [CollisionObject]'s shapes will respond to [RayCast]s.
Emitted when the object receives an unhandled [InputEvent]. [code]position[/code] is the location in world space of the mouse pointer on the surface of the shape with index [code]shape_idx[/code] and [code]normal[/code] is the normal vector of the surface at that point.
Emitted when the mouse pointer enters any of this object's shapes.
Emitted when the mouse pointer exits all this object's shapes.