<?xml version="1.0" encoding="UTF-8" ?> <class name="Physics2DDirectBodyState" inherits="Object" category="Core" version="3.0-beta"> <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_position" 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_position" 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_position" 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>