CollisionObject3D is the base class for physics objects. It can hold any number of collision [Shape3D]s. Each shape must be assigned to a [i]shape owner[/i]. The CollisionObject3D 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.
[b]Note:[/b] [method _input_event] requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set.
Based on [code]value[/code], enables or disables the specified layer in the [member collision_layer], given a [code]layer_number[/code] between 1 and 32.
Based on [code]value[/code], enables or disables the specified layer in the [member collision_mask], given a [code]layer_number[/code] between 1 and 32.
The physics layers this CollisionObject3D [b]is in[/b]. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask].
[b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
The physics layers this CollisionObject3D [b]scans[/b]. Collision objects can scan one or more of 32 different layers. See also [member collision_layer].
[b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes.
If [code]true[/code], this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events. Requires at least one [member collision_layer] bit to be set.
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. Requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set.
[b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject2D]'s area is small. This signal may also not be emitted if another [CollisionObject2D] is overlapping the [CollisionObject2D] in question.
Emitted when the mouse pointer exits all this object's shapes. Requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set.
[b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject2D]'s area is small. This signal may also not be emitted if another [CollisionObject2D] is overlapping the [CollisionObject2D] in question.
When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], remove from the physics simulation to stop all physics interactions with this [CollisionObject3D].
Automatically re-added to the physics simulation when the [Node] is processed again.
When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area2D]. [PhysicsBody3D] can't be affected by forces or other bodies while static.
Automatically set [PhysicsBody3D] back to its original mode when the [Node] is processed again.