CollisionObject2D is the base class for 2D physics objects. It can hold any number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape owner[/i]. The CollisionObject2D 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.
[b]Note:[/b] Only collisions between objects within the same canvas ([Viewport] canvas or [CanvasLayer]) are supported. The behavior of collisions between objects in different canvases is undefined.
Accepts unhandled [InputEvent]s. Requires [member input_pickable] to be [code]true[/code]. [code]shape_idx[/code] is the child index of the clicked [Shape2D]. Connect to the [code]input_event[/code] signal to easily pick up these events.
</description>
</method>
<methodname="create_shape_owner">
<returntype="int"/>
<argumentindex="0"name="owner"type="Object"/>
<description>
Creates a new shape owner for the given object. Returns [code]owner_id[/code] of the new owner for future reference.
Returns [code]true[/code] if collisions for the shape owner originating from this [CollisionObject2D] will not be reported to collided with [CollisionObject2D]s.
If [code]true[/code], disables the given shape owner.
</description>
</method>
<methodname="shape_owner_set_one_way_collision">
<returntype="void"/>
<argumentindex="0"name="owner_id"type="int"/>
<argumentindex="1"name="enable"type="bool"/>
<description>
If [code]enable[/code] is [code]true[/code], collisions for the shape owner originating from this [CollisionObject2D] will not be reported to collided with [CollisionObject2D]s.
The physics layers this CollisionObject2D 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=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
The physics layers this CollisionObject2D scans. Collision objects can scan one or more of 32 different layers. See also [member collision_layer].
[b]Note:[/b] A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
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.
</member>
</members>
<signals>
<signalname="input_event">
<argumentindex="0"name="viewport"type="Node"/>
<argumentindex="1"name="event"type="InputEvent"/>
<argumentindex="2"name="shape_idx"type="int"/>
<description>
Emitted when an input event occurs. Requires [member input_pickable] to be [code]true[/code] and at least one [code]collision_layer[/code] bit to be set. See [method _input_event] for details.
</description>
</signal>
<signalname="mouse_entered">
<description>
Emitted when the mouse pointer enters any of this object's shapes. Requires [member input_pickable] to be [code]true[/code] and at least one [code]collision_layer[/code] bit to be set.
</description>
</signal>
<signalname="mouse_exited">
<description>
Emitted when the mouse pointer exits all this object's shapes. Requires [member input_pickable] to be [code]true[/code] and at least one [code]collision_layer[/code] bit to be set.