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.