1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
|
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsDirectBodyState2D" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Direct access object to a physics body in the [PhysicsServer2D].
</brief_description>
<description>
Provides direct access to a physics body in the [PhysicsServer2D], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid bodies, and is intended for changing the direct state of that body. See [method RigidBody2D._integrate_forces].
</description>
<tutorials>
<link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link>
<link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link>
</tutorials>
<methods>
<method name="add_constant_central_force">
<return type="void" />
<param index="0" name="force" type="Vector2" default="Vector2(0, 0)" />
<description>
Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with [code]constant_force = Vector2(0, 0)[/code].
This is equivalent to using [method add_constant_force] at the body's center of mass.
</description>
</method>
<method name="add_constant_force">
<return type="void" />
<param index="0" name="force" type="Vector2" />
<param index="1" name="position" type="Vector2" default="Vector2(0, 0)" />
<description>
Adds a constant positioned force to the body that keeps being applied over time until cleared with [code]constant_force = Vector2(0, 0)[/code].
[param position] is the offset from the body origin in global coordinates.
</description>
</method>
<method name="add_constant_torque">
<return type="void" />
<param index="0" name="torque" type="float" />
<description>
Adds a constant rotational force without affecting position that keeps being applied over time until cleared with [code]constant_torque = 0[/code].
</description>
</method>
<method name="apply_central_force">
<return type="void" />
<param index="0" name="force" type="Vector2" default="Vector2(0, 0)" />
<description>
Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.
This is equivalent to using [method apply_force] at the body's center of mass.
</description>
</method>
<method name="apply_central_impulse">
<return type="void" />
<param index="0" name="impulse" type="Vector2" />
<description>
Applies a directional impulse without affecting rotation.
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).
This is equivalent to using [method apply_impulse] at the body's center of mass.
</description>
</method>
<method name="apply_force">
<return type="void" />
<param index="0" name="force" type="Vector2" />
<param index="1" name="position" type="Vector2" default="Vector2(0, 0)" />
<description>
Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.
[param position] is the offset from the body origin in global coordinates.
</description>
</method>
<method name="apply_impulse">
<return type="void" />
<param index="0" name="impulse" type="Vector2" />
<param index="1" name="position" type="Vector2" default="Vector2(0, 0)" />
<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).
[param position] is the offset from the body origin in global coordinates.
</description>
</method>
<method name="apply_torque">
<return type="void" />
<param index="0" name="torque" type="float" />
<description>
Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
[b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inverse_inertia].
</description>
</method>
<method name="apply_torque_impulse">
<return type="void" />
<param index="0" name="impulse" type="float" />
<description>
Applies a rotational impulse to the body without affecting the position.
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).
[b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inverse_inertia].
</description>
</method>
<method name="get_constant_force" qualifiers="const">
<return type="Vector2" />
<description>
Returns the body's total constant positional forces applied during each physics update.
See [method add_constant_force] and [method add_constant_central_force].
</description>
</method>
<method name="get_constant_torque" qualifiers="const">
<return type="float" />
<description>
Returns the body's total constant rotational forces applied during each physics update.
See [method add_constant_torque].
</description>
</method>
<method name="get_contact_collider" qualifiers="const">
<return type="RID" />
<param index="0" name="contact_idx" type="int" />
<description>
Returns the collider's [RID].
</description>
</method>
<method name="get_contact_collider_id" qualifiers="const">
<return type="int" />
<param index="0" name="contact_idx" type="int" />
<description>
Returns the collider's object id.
</description>
</method>
<method name="get_contact_collider_object" qualifiers="const">
<return type="Object" />
<param index="0" name="contact_idx" type="int" />
<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" />
<param index="0" name="contact_idx" type="int" />
<description>
Returns the contact position in the collider.
</description>
</method>
<method name="get_contact_collider_shape" qualifiers="const">
<return type="int" />
<param index="0" name="contact_idx" type="int" />
<description>
Returns the collider's shape index.
</description>
</method>
<method name="get_contact_collider_velocity_at_position" qualifiers="const">
<return type="Vector2" />
<param index="0" name="contact_idx" type="int" />
<description>
Returns the linear velocity vector at the collider's contact point.
</description>
</method>
<method name="get_contact_count" qualifiers="const">
<return type="int" />
<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" />
<param index="0" name="contact_idx" type="int" />
<description>
Returns the local normal at the contact point.
</description>
</method>
<method name="get_contact_local_position" qualifiers="const">
<return type="Vector2" />
<param index="0" name="contact_idx" type="int" />
<description>
Returns the local position of the contact point.
</description>
</method>
<method name="get_contact_local_shape" qualifiers="const">
<return type="int" />
<param index="0" name="contact_idx" type="int" />
<description>
Returns the local shape index of the collision.
</description>
</method>
<method name="get_space_state">
<return type="PhysicsDirectSpaceState2D" />
<description>
Returns the current state of the space, useful for queries.
</description>
</method>
<method name="get_velocity_at_local_position" qualifiers="const">
<return type="Vector2" />
<param index="0" name="local_position" type="Vector2" />
<description>
Returns the body's velocity at the given relative position, including both translation and rotation.
</description>
</method>
<method name="integrate_forces">
<return type="void" />
<description>
Calls the built-in force integration code.
</description>
</method>
<method name="set_constant_force">
<return type="void" />
<param index="0" name="force" type="Vector2" />
<description>
Sets the body's total constant positional forces applied during each physics update.
See [method add_constant_force] and [method add_constant_central_force].
</description>
</method>
<method name="set_constant_torque">
<return type="void" />
<param index="0" name="torque" type="float" />
<description>
Sets the body's total constant rotational forces applied during each physics update.
See [method add_constant_torque].
</description>
</method>
</methods>
<members>
<member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity" default="0.0">
The body's rotational velocity in [i]radians[/i] per second.
</member>
<member name="center_of_mass" type="Vector2" setter="" getter="get_center_of_mass" default="Vector2(0, 0)">
The body's center of mass position relative to the body's center in the global coordinate system.
</member>
<member name="center_of_mass_local" type="Vector2" setter="" getter="get_center_of_mass_local" default="Vector2(0, 0)">
The body's center of mass position in the body's local coordinate system.
</member>
<member name="inverse_inertia" type="float" setter="" getter="get_inverse_inertia" default="0.0">
The inverse of the inertia of the body.
</member>
<member name="inverse_mass" type="float" setter="" getter="get_inverse_mass" default="0.0">
The inverse of the mass of the body.
</member>
<member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector2(0, 0)">
The body's linear velocity in pixels per second.
</member>
<member name="sleeping" type="bool" setter="set_sleep_state" getter="is_sleeping" default="false">
If [code]true[/code], this body is currently sleeping (not active).
</member>
<member name="step" type="float" setter="" getter="get_step" default="0.0">
The timestep (delta) used for the simulation.
</member>
<member name="total_angular_damp" type="float" setter="" getter="get_total_angular_damp" default="0.0">
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" default="Vector2(0, 0)">
The total gravity vector being currently applied to this body.
</member>
<member name="total_linear_damp" type="float" setter="" getter="get_total_linear_damp" default="0.0">
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" default="Transform2D(1, 0, 0, 1, 0, 0)">
The body's transformation matrix.
</member>
</members>
</class>
|