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Diffstat (limited to 'doc/classes/Physics2DDirectBodyState.xml')
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diff --git a/doc/classes/Physics2DDirectBodyState.xml b/doc/classes/Physics2DDirectBodyState.xml deleted file mode 100644 index d9d402ac9a..0000000000 --- a/doc/classes/Physics2DDirectBodyState.xml +++ /dev/null @@ -1,218 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="Physics2DDirectBodyState" inherits="Object" version="4.0"> - <brief_description> - Direct access object to a physics body in the [Physics2DServer]. - </brief_description> - <description> - Provides direct access to a physics body in the [Physics2DServer], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See [method RigidBody2D._integrate_forces]. - </description> - <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> - </tutorials> - <methods> - <method name="add_central_force"> - <return type="void"> - </return> - <argument index="0" name="force" type="Vector2"> - </argument> - <description> - Adds a constant directional force without affecting rotation. - </description> - </method> - <method name="add_force"> - <return type="void"> - </return> - <argument index="0" name="offset" type="Vector2"> - </argument> - <argument index="1" name="force" type="Vector2"> - </argument> - <description> - Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates. - </description> - </method> - <method name="add_torque"> - <return type="void"> - </return> - <argument index="0" name="torque" type="float"> - </argument> - <description> - Adds a constant rotational force. - </description> - </method> - <method name="apply_central_impulse"> - <return type="void"> - </return> - <argument index="0" name="impulse" type="Vector2"> - </argument> - <description> - Applies a directional impulse without affecting rotation. - </description> - </method> - <method name="apply_impulse"> - <return type="void"> - </return> - <argument index="0" name="offset" type="Vector2"> - </argument> - <argument index="1" name="impulse" type="Vector2"> - </argument> - <description> - Applies a positioned impulse to the body. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise). The offset uses the rotation of the global coordinate system, but is centered at the object's origin. - </description> - </method> - <method name="apply_torque_impulse"> - <return type="void"> - </return> - <argument index="0" name="impulse" type="float"> - </argument> - <description> - Applies a rotational impulse to the body. - </description> - </method> - <method name="get_contact_collider" qualifiers="const"> - <return type="RID"> - </return> - <argument index="0" name="contact_idx" type="int"> - </argument> - <description> - Returns the collider's [RID]. - </description> - </method> - <method name="get_contact_collider_id" qualifiers="const"> - <return type="int"> - </return> - <argument index="0" name="contact_idx" type="int"> - </argument> - <description> - Returns the collider's object id. - </description> - </method> - <method name="get_contact_collider_object" qualifiers="const"> - <return type="Object"> - </return> - <argument index="0" name="contact_idx" type="int"> - </argument> - <description> - Returns the collider object. This depends on how it was created (will return a scene node if such was used to create it). - </description> - </method> - <method name="get_contact_collider_position" qualifiers="const"> - <return type="Vector2"> - </return> - <argument index="0" name="contact_idx" type="int"> - </argument> - <description> - Returns the contact position in the collider. - </description> - </method> - <method name="get_contact_collider_shape" qualifiers="const"> - <return type="int"> - </return> - <argument index="0" name="contact_idx" type="int"> - </argument> - <description> - Returns the collider's shape index. - </description> - </method> - <method name="get_contact_collider_shape_metadata" qualifiers="const"> - <return type="Variant"> - </return> - <argument index="0" name="contact_idx" type="int"> - </argument> - <description> - Returns the collided shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data]. - </description> - </method> - <method name="get_contact_collider_velocity_at_position" qualifiers="const"> - <return type="Vector2"> - </return> - <argument index="0" name="contact_idx" type="int"> - </argument> - <description> - Returns the linear velocity vector at the collider's contact point. - </description> - </method> - <method name="get_contact_count" qualifiers="const"> - <return type="int"> - </return> - <description> - Returns the number of contacts this body has with other bodies. - [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidBody2D.contact_monitor]. - </description> - </method> - <method name="get_contact_local_normal" qualifiers="const"> - <return type="Vector2"> - </return> - <argument index="0" name="contact_idx" type="int"> - </argument> - <description> - Returns the local normal at the contact point. - </description> - </method> - <method name="get_contact_local_position" qualifiers="const"> - <return type="Vector2"> - </return> - <argument index="0" name="contact_idx" type="int"> - </argument> - <description> - Returns the local position of the contact point. - </description> - </method> - <method name="get_contact_local_shape" qualifiers="const"> - <return type="int"> - </return> - <argument index="0" name="contact_idx" type="int"> - </argument> - <description> - Returns the local shape index of the collision. - </description> - </method> - <method name="get_space_state"> - <return type="Physics2DDirectSpaceState"> - </return> - <description> - Returns the current state of the space, useful for queries. - </description> - </method> - <method name="integrate_forces"> - <return type="void"> - </return> - <description> - Calls the built-in force integration code. - </description> - </method> - </methods> - <members> - <member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity"> - The body's rotational velocity. - </member> - <member name="inverse_inertia" type="float" setter="" getter="get_inverse_inertia"> - The inverse of the inertia of the body. - </member> - <member name="inverse_mass" type="float" setter="" getter="get_inverse_mass"> - The inverse of the mass of the body. - </member> - <member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity"> - The body's linear velocity. - </member> - <member name="sleeping" type="bool" setter="set_sleep_state" getter="is_sleeping"> - If [code]true[/code], this body is currently sleeping (not active). - </member> - <member name="step" type="float" setter="" getter="get_step"> - The timestep (delta) used for the simulation. - </member> - <member name="total_angular_damp" type="float" setter="" getter="get_total_angular_damp"> - The rate at which the body stops rotating, if there are not any other forces moving it. - </member> - <member name="total_gravity" type="Vector2" setter="" getter="get_total_gravity"> - The total gravity vector being currently applied to this body. - </member> - <member name="total_linear_damp" type="float" setter="" getter="get_total_linear_damp"> - The rate at which the body stops moving, if there are not any other forces moving it. - </member> - <member name="transform" type="Transform2D" setter="set_transform" getter="get_transform"> - The body's transformation matrix. - </member> - </members> - <constants> - </constants> -</class> |