Base class for all objects affected by physics in 2D space. PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it. $DOCS_URL/tutorials/physics/physics_introduction.html Adds a body to the list of bodies that this body can't collide with. Returns an array of nodes that were added as collision exceptions for this body. Moves the body along the vector [code]distance[/code]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [code]distance[/code] should be computed using [code]delta[/code]. Returns a [KinematicCollision2D], which contains information about the collision when stopped, or when touching another body along the motion. If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given. [code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody2D.collision/safe_margin] for more details). Removes a body from the list of bodies that this body can't collide with. Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [code]distance[/code] should be computed using [code]delta[/code]. Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]distance[/code]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path. [code]collision[/code] is an optional object of type [KinematicCollision2D], which contains additional information about the collision when stopped, or when touching another body along the motion. [code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody2D.collision/safe_margin] for more details).