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Diffstat (limited to 'doc/classes/Physics2DDirectBodyState.xml')
-rw-r--r-- | doc/classes/Physics2DDirectBodyState.xml | 234 |
1 files changed, 234 insertions, 0 deletions
diff --git a/doc/classes/Physics2DDirectBodyState.xml b/doc/classes/Physics2DDirectBodyState.xml new file mode 100644 index 0000000000..9b6fe69b4a --- /dev/null +++ b/doc/classes/Physics2DDirectBodyState.xml @@ -0,0 +1,234 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="Physics2DDirectBodyState" inherits="Object" category="Core" version="3.0.alpha.custom_build"> + <brief_description> + Direct access object to a physics body in the [Physics2DServer]. + </brief_description> + <description> + Direct access object to a physics body in the [Physics2DServer]. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. + </description> + <tutorials> + </tutorials> + <demos> + </demos> + <methods> + <method name="get_angular_velocity" qualifiers="const"> + <return type="float"> + </return> + <description> + Return the angular velocity of 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> + Return the [RID] of the collider. + </description> + </method> + <method name="get_contact_collider_id" qualifiers="const"> + <return type="int"> + </return> + <argument index="0" name="contact_idx" type="int"> + </argument> + <description> + Return the object id of the collider. + </description> + </method> + <method name="get_contact_collider_object" qualifiers="const"> + <return type="Object"> + </return> + <argument index="0" name="contact_idx" type="int"> + </argument> + <description> + Return 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_pos" qualifiers="const"> + <return type="Vector2"> + </return> + <argument index="0" name="contact_idx" type="int"> + </argument> + <description> + Return 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> + Return the collider 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> + Return the metadata of the collided shape. 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_pos" qualifiers="const"> + <return type="Vector2"> + </return> + <argument index="0" name="contact_idx" type="int"> + </argument> + <description> + Return the linear velocity vector at contact point of the collider. + </description> + </method> + <method name="get_contact_count" qualifiers="const"> + <return type="int"> + </return> + <description> + Return the amount of contacts this body has with other bodies. Note that by default this returns 0 unless bodies are configured to log contacts. + </description> + </method> + <method name="get_contact_local_normal" qualifiers="const"> + <return type="Vector2"> + </return> + <argument index="0" name="contact_idx" type="int"> + </argument> + <description> + Return the local normal (of this body) of the contact point. + </description> + </method> + <method name="get_contact_local_pos" qualifiers="const"> + <return type="Vector2"> + </return> + <argument index="0" name="contact_idx" type="int"> + </argument> + <description> + Return the local position (of this body) 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> + Return the local shape index of the collision. + </description> + </method> + <method name="get_inverse_inertia" qualifiers="const"> + <return type="float"> + </return> + <description> + Return the inverse of the inertia of the body. + </description> + </method> + <method name="get_inverse_mass" qualifiers="const"> + <return type="float"> + </return> + <description> + Return the inverse of the mass of the body. + </description> + </method> + <method name="get_linear_velocity" qualifiers="const"> + <return type="Vector2"> + </return> + <description> + Return the current linear velocity of the body. + </description> + </method> + <method name="get_space_state"> + <return type="Physics2DDirectSpaceState"> + </return> + <description> + Return the current state of space, useful for queries. + </description> + </method> + <method name="get_step" qualifiers="const"> + <return type="float"> + </return> + <description> + Return the timestep (delta) used for the simulation. + </description> + </method> + <method name="get_total_angular_damp" qualifiers="const"> + <return type="float"> + </return> + <description> + Return the rate at which the body stops rotating, if there are not any other forces moving it. + </description> + </method> + <method name="get_total_gravity" qualifiers="const"> + <return type="Vector2"> + </return> + <description> + Return the total gravity vector being currently applied to this body. + </description> + </method> + <method name="get_total_linear_damp" qualifiers="const"> + <return type="float"> + </return> + <description> + Return the rate at which the body stops moving, if there are not any other forces moving it. + </description> + </method> + <method name="get_transform" qualifiers="const"> + <return type="Transform2D"> + </return> + <description> + Return the transform matrix of the body. + </description> + </method> + <method name="integrate_forces"> + <return type="void"> + </return> + <description> + Call the built-in force integration code. + </description> + </method> + <method name="is_sleeping" qualifiers="const"> + <return type="bool"> + </return> + <description> + Return true if this body is currently sleeping (not active). + </description> + </method> + <method name="set_angular_velocity"> + <return type="void"> + </return> + <argument index="0" name="velocity" type="float"> + </argument> + <description> + Change the angular velocity of the body. + </description> + </method> + <method name="set_linear_velocity"> + <return type="void"> + </return> + <argument index="0" name="velocity" type="Vector2"> + </argument> + <description> + Change the linear velocity of the body. + </description> + </method> + <method name="set_sleep_state"> + <return type="void"> + </return> + <argument index="0" name="enabled" type="bool"> + </argument> + <description> + Set the sleeping state of the body, only affects character/rigid bodies. + </description> + </method> + <method name="set_transform"> + <return type="void"> + </return> + <argument index="0" name="transform" type="Transform2D"> + </argument> + <description> + Change the transform matrix of the body. + </description> + </method> + </methods> + <constants> + </constants> +</class> |