PhysicsLayerManager

PhysicsLayerManager

Core physics layer management for manipulation operations (engine-agnostic). Handles collision layer enabling/disabling during manipulation without engine dependencies. Responsibilities:

  • Track physics layer state changes
  • Disable collision layers during manipulation
  • Restore original physics layer state
  • Provide physics layer validation

Project: GridPlacement v6.0
Layer: Godot
Source: Godot/Core/Services/Manipulation/PhysicsLayerManager.cs
Namespace: GridBuilding.Core.Services.Manipulation
Kind: class

Parsing Method: AST-based (Roslyn) - NOT regex

⚠️ IMPORTANT: This documentation was generated using AST parsing, not regex.

Methods

DisableLayers

Disables specified physics layers for an object.

Returns: bool

Parameters:

  • string objectId
  • List<int> layersToDisable
  • Dictionary<string, bool> disabledObjects

RestoreLayers

Restores physics layers for an object.

Returns: bool

Parameters:

  • string objectId

RestoreAllLayers

Restores all disabled physics layers.

Returns: int

Parameters:

  • Dictionary<string, bool> disabledObjects

HasDisabledLayers

Checks if an object has disabled physics layers.

Returns: bool

Parameters:

  • string objectId

GetDisabledLayers

Gets the disabled layers for an object.

Returns: List<int>

Parameters:

  • string objectId

GetOriginalLayers

Gets the original layers for an object before they were disabled.

Returns: List<int>

Parameters:

  • string objectId

IsValidLayer

Validates if a layer number is valid.

Returns: bool

Parameters:

  • int layer

AreValidLayers

Validates a list of layer numbers.

Returns: bool

Parameters:

  • List<int> layers

GetDisabledObjects

Gets all currently disabled objects.

Returns: Dictionary<string, PhysicsLayerState>

ClearAllTracking

Clears all tracking data (for cleanup/reset).

Returns: void