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path: root/doc/classes/PhysicsServer2D.xml
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsServer2D" inherits="Object" version="4.0">
	<brief_description>
		Server interface for low-level 2D physics access.
	</brief_description>
	<description>
		PhysicsServer2D is the server responsible for all 2D physics. It can create many kinds of physics objects, but does not insert them on the node tree.
	</description>
	<tutorials>
	</tutorials>
	<methods>
		<method name="area_add_shape">
			<return type="void">
			</return>
			<argument index="0" name="area" type="RID">
			</argument>
			<argument index="1" name="shape" type="RID">
			</argument>
			<argument index="2" name="transform" type="Transform2D" default="Transform2D(1, 0, 0, 1, 0, 0)">
			</argument>
			<argument index="3" name="disabled" type="bool" default="false">
			</argument>
			<description>
				Adds a shape to the area, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index.
			</description>
		</method>
		<method name="area_attach_canvas_instance_id">
			<return type="void">
			</return>
			<argument index="0" name="area" type="RID">
			</argument>
			<argument index="1" name="id" type="int">
			</argument>
			<description>
			</description>
		</method>
		<method name="area_attach_object_instance_id">
			<return type="void">
			</return>
			<argument index="0" name="area" type="RID">
			</argument>
			<argument index="1" name="id" type="int">
			</argument>
			<description>
				Assigns the area to a descendant of [Object], so it can exist in the node tree.
			</description>
		</method>
		<method name="area_clear_shapes">
			<return type="void">
			</return>
			<argument index="0" name="area" type="RID">
			</argument>
			<description>
				Removes all shapes from an area. It does not delete the shapes, so they can be reassigned later.
			</description>
		</method>
		<method name="area_create">
			<return type="RID">
			</return>
			<description>
				Creates an [Area2D]. After creating an [Area2D] with this method, assign it to a space using [method area_set_space] to use the created [Area2D] in the physics world.
			</description>
		</method>
		<method name="area_get_canvas_instance_id" qualifiers="const">
			<return type="int">
			</return>
			<argument index="0" name="area" type="RID">
			</argument>
			<description>
			</description>
		</method>
		<method name="area_get_object_instance_id" qualifiers="const">
			<return type="int">
			</return>
			<argument index="0" name="area" type="RID">
			</argument>
			<description>
				Gets the instance ID of the object the area is assigned to.
			</description>
		</method>
		<method name="area_get_param" qualifiers="const">
			<return type="Variant">
			</return>
			<argument index="0" name="area" type="RID">
			</argument>
			<argument index="1" name="param" type="int" enum="PhysicsServer2D.AreaParameter">
			</argument>
			<description>
				Returns an area parameter value. See [enum AreaParameter] for a list of available parameters.
			</description>
		</method>
		<method name="area_get_shape" qualifiers="const">
			<return type="RID">
			</return>
			<argument index="0" name="area" type="RID">
			</argument>
			<argument index="1" name="shape_idx" type="int">
			</argument>
			<description>
				Returns the [RID] of the nth shape of an area.
			</description>
		</method>
		<method name="area_get_shape_count" qualifiers="const">
			<return type="int">
			</return>
			<argument index="0" name="area" type="RID">
			</argument>
			<description>
				Returns the number of shapes assigned to an area.
			</description>
		</method>
		<method name="area_get_shape_transform" qualifiers="const">
			<return type="Transform2D">
			</return>
			<argument index="0" name="area" type="RID">
			</argument>
			<argument index="1" name="shape_idx" type="int">
			</argument>
			<description>
				Returns the transform matrix of a shape within an area.
			</description>
		</method>
		<method name="area_get_space" qualifiers="const">
			<return type="RID">
			</return>
			<argument index="0" name="area" type="RID">
			</argument>
			<description>
				Returns the space assigned to the area.
			</description>
		</method>
		<method name="area_get_space_override_mode" qualifiers="const">
			<return type="int" enum="PhysicsServer2D.AreaSpaceOverrideMode">
			</return>
			<argument index="0" name="area" type="RID">
			</argument>
			<description>
				Returns the space override mode for the area.
			</description>
		</method>
		<method name="area_get_transform" qualifiers="const">
			<return type="Transform2D">
			</return>
			<argument index="0" name="area" type="RID">
			</argument>
			<description>
				Returns the transform matrix for an area.
			</description>
		</method>
		<method name="area_remove_shape">
			<return type="void">
			</return>
			<argument index="0" name="area" type="RID">
			</argument>
			<argument index="1" name="shape_idx" type="int">
			</argument>
			<description>
				Removes a shape from an area. It does not delete the shape, so it can be reassigned later.
			</description>
		</method>
		<method name="area_set_area_monitor_callback">
			<return type="void">
			</return>
			<argument index="0" name="area" type="RID">
			</argument>
			<argument index="1" name="receiver" type="Object">
			</argument>
			<argument index="2" name="method" type="StringName">
			</argument>
			<description>
			</description>
		</method>
		<method name="area_set_collision_layer">
			<return type="void">
			</return>
			<argument index="0" name="area" type="RID">
			</argument>
			<argument index="1" name="layer" type="int">
			</argument>
			<description>
				Assigns the area to one or many physics layers.
			</description>
		</method>
		<method name="area_set_collision_mask">
			<return type="void">
			</return>
			<argument index="0" name="area" type="RID">
			</argument>
			<argument index="1" name="mask" type="int">
			</argument>
			<description>
				Sets which physics layers the area will monitor.
			</description>
		</method>
		<method name="area_set_monitor_callback">
			<return type="void">
			</return>
			<argument index="0" name="area" type="RID">
			</argument>
			<argument index="1" name="receiver" type="Object">
			</argument>
			<argument index="2" name="method" type="StringName">
			</argument>
			<description>
				Sets the function to call when any body/area enters or exits the area. This callback will be called for any object interacting with the area, and takes five parameters:
				1: [constant AREA_BODY_ADDED] or [constant AREA_BODY_REMOVED], depending on whether the object entered or exited the area.
				2: [RID] of the object that entered/exited the area.
				3: Instance ID of the object that entered/exited the area.
				4: The shape index of the object that entered/exited the area.
				5: The shape index of the area where the object entered/exited.
			</description>
		</method>
		<method name="area_set_monitorable">
			<return type="void">
			</return>
			<argument index="0" name="area" type="RID">
			</argument>
			<argument index="1" name="monitorable" type="bool">
			</argument>
			<description>
			</description>
		</method>
		<method name="area_set_param">
			<return type="void">
			</return>
			<argument index="0" name="area" type="RID">
			</argument>
			<argument index="1" name="param" type="int" enum="PhysicsServer2D.AreaParameter">
			</argument>
			<argument index="2" name="value" type="Variant">
			</argument>
			<description>
				Sets the value for an area parameter. See [enum AreaParameter] for a list of available parameters.
			</description>
		</method>
		<method name="area_set_shape">
			<return type="void">
			</return>
			<argument index="0" name="area" type="RID">
			</argument>
			<argument index="1" name="shape_idx" type="int">
			</argument>
			<argument index="2" name="shape" type="RID">
			</argument>
			<description>
				Substitutes a given area shape by another. The old shape is selected by its index, the new one by its [RID].
			</description>
		</method>
		<method name="area_set_shape_disabled">
			<return type="void">
			</return>
			<argument index="0" name="area" type="RID">
			</argument>
			<argument index="1" name="shape_idx" type="int">
			</argument>
			<argument index="2" name="disabled" type="bool">
			</argument>
			<description>
				Disables a given shape in an area.
			</description>
		</method>
		<method name="area_set_shape_transform">
			<return type="void">
			</return>
			<argument index="0" name="area" type="RID">
			</argument>
			<argument index="1" name="shape_idx" type="int">
			</argument>
			<argument index="2" name="transform" type="Transform2D">
			</argument>
			<description>
				Sets the transform matrix for an area shape.
			</description>
		</method>
		<method name="area_set_space">
			<return type="void">
			</return>
			<argument index="0" name="area" type="RID">
			</argument>
			<argument index="1" name="space" type="RID">
			</argument>
			<description>
				Assigns a space to the area.
			</description>
		</method>
		<method name="area_set_space_override_mode">
			<return type="void">
			</return>
			<argument index="0" name="area" type="RID">
			</argument>
			<argument index="1" name="mode" type="int" enum="PhysicsServer2D.AreaSpaceOverrideMode">
			</argument>
			<description>
				Sets the space override mode for the area. See [enum AreaSpaceOverrideMode] for a list of available modes.
			</description>
		</method>
		<method name="area_set_transform">
			<return type="void">
			</return>
			<argument index="0" name="area" type="RID">
			</argument>
			<argument index="1" name="transform" type="Transform2D">
			</argument>
			<description>
				Sets the transform matrix for an area.
			</description>
		</method>
		<method name="body_add_central_force">
			<return type="void">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<argument index="1" name="force" type="Vector2">
			</argument>
			<description>
			</description>
		</method>
		<method name="body_add_collision_exception">
			<return type="void">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<argument index="1" name="excepted_body" type="RID">
			</argument>
			<description>
				Adds a body to the list of bodies exempt from collisions.
			</description>
		</method>
		<method name="body_add_force">
			<return type="void">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<argument index="1" name="force" type="Vector2">
			</argument>
			<argument index="2" name="position" type="Vector2" default="Vector2(0, 0)">
			</argument>
			<description>
				Adds a positioned force to the applied force and torque. As with [method body_apply_impulse], both the force and the offset from the body origin are in global coordinates. A force differs from an impulse in that, while the two are forces, the impulse clears itself after being applied.
			</description>
		</method>
		<method name="body_add_shape">
			<return type="void">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<argument index="1" name="shape" type="RID">
			</argument>
			<argument index="2" name="transform" type="Transform2D" default="Transform2D(1, 0, 0, 1, 0, 0)">
			</argument>
			<argument index="3" name="disabled" type="bool" default="false">
			</argument>
			<description>
				Adds a shape to the body, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index.
			</description>
		</method>
		<method name="body_add_torque">
			<return type="void">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<argument index="1" name="torque" type="float">
			</argument>
			<description>
			</description>
		</method>
		<method name="body_apply_central_impulse">
			<return type="void">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<argument index="1" name="impulse" type="Vector2">
			</argument>
			<description>
			</description>
		</method>
		<method name="body_apply_impulse">
			<return type="void">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<argument index="1" name="impulse" type="Vector2">
			</argument>
			<argument index="2" name="position" type="Vector2" default="Vector2(0, 0)">
			</argument>
			<description>
				Adds a positioned impulse to the applied force and torque. Both the force and the offset from the body origin are in global coordinates.
			</description>
		</method>
		<method name="body_apply_torque_impulse">
			<return type="void">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<argument index="1" name="impulse" type="float">
			</argument>
			<description>
			</description>
		</method>
		<method name="body_attach_canvas_instance_id">
			<return type="void">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<argument index="1" name="id" type="int">
			</argument>
			<description>
			</description>
		</method>
		<method name="body_attach_object_instance_id">
			<return type="void">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<argument index="1" name="id" type="int">
			</argument>
			<description>
				Assigns the area to a descendant of [Object], so it can exist in the node tree.
			</description>
		</method>
		<method name="body_clear_shapes">
			<return type="void">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<description>
				Removes all shapes from a body.
			</description>
		</method>
		<method name="body_create">
			<return type="RID">
			</return>
			<description>
				Creates a physics body.
			</description>
		</method>
		<method name="body_get_canvas_instance_id" qualifiers="const">
			<return type="int">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<description>
			</description>
		</method>
		<method name="body_get_collision_layer" qualifiers="const">
			<return type="int">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<description>
				Returns the physics layer or layers a body belongs to.
			</description>
		</method>
		<method name="body_get_collision_mask" qualifiers="const">
			<return type="int">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<description>
				Returns the physics layer or layers a body can collide with.
			</description>
		</method>
		<method name="body_get_continuous_collision_detection_mode" qualifiers="const">
			<return type="int" enum="PhysicsServer2D.CCDMode">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<description>
				Returns the continuous collision detection mode.
			</description>
		</method>
		<method name="body_get_direct_state">
			<return type="PhysicsDirectBodyState2D">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<description>
				Returns the [PhysicsDirectBodyState2D] of the body.
			</description>
		</method>
		<method name="body_get_max_contacts_reported" qualifiers="const">
			<return type="int">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<description>
				Returns the maximum contacts that can be reported. See [method body_set_max_contacts_reported].
			</description>
		</method>
		<method name="body_get_mode" qualifiers="const">
			<return type="int" enum="PhysicsServer2D.BodyMode">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<description>
				Returns the body mode.
			</description>
		</method>
		<method name="body_get_object_instance_id" qualifiers="const">
			<return type="int">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<description>
				Gets the instance ID of the object the area is assigned to.
			</description>
		</method>
		<method name="body_get_param" qualifiers="const">
			<return type="float">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<argument index="1" name="param" type="int" enum="PhysicsServer2D.BodyParameter">
			</argument>
			<description>
				Returns the value of a body parameter. See [enum BodyParameter] for a list of available parameters.
			</description>
		</method>
		<method name="body_get_shape" qualifiers="const">
			<return type="RID">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<argument index="1" name="shape_idx" type="int">
			</argument>
			<description>
				Returns the [RID] of the nth shape of a body.
			</description>
		</method>
		<method name="body_get_shape_count" qualifiers="const">
			<return type="int">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<description>
				Returns the number of shapes assigned to a body.
			</description>
		</method>
		<method name="body_get_shape_metadata" qualifiers="const">
			<return type="Variant">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<argument index="1" name="shape_idx" type="int">
			</argument>
			<description>
				Returns the metadata of a shape of a body.
			</description>
		</method>
		<method name="body_get_shape_transform" qualifiers="const">
			<return type="Transform2D">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<argument index="1" name="shape_idx" type="int">
			</argument>
			<description>
				Returns the transform matrix of a body shape.
			</description>
		</method>
		<method name="body_get_space" qualifiers="const">
			<return type="RID">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<description>
				Returns the [RID] of the space assigned to a body.
			</description>
		</method>
		<method name="body_get_state" qualifiers="const">
			<return type="Variant">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<argument index="1" name="state" type="int" enum="PhysicsServer2D.BodyState">
			</argument>
			<description>
				Returns a body state.
			</description>
		</method>
		<method name="body_is_omitting_force_integration" qualifiers="const">
			<return type="bool">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<description>
				Returns whether a body uses a callback function to calculate its own physics (see [method body_set_force_integration_callback]).
			</description>
		</method>
		<method name="body_remove_collision_exception">
			<return type="void">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<argument index="1" name="excepted_body" type="RID">
			</argument>
			<description>
				Removes a body from the list of bodies exempt from collisions.
			</description>
		</method>
		<method name="body_remove_shape">
			<return type="void">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<argument index="1" name="shape_idx" type="int">
			</argument>
			<description>
				Removes a shape from a body. The shape is not deleted, so it can be reused afterwards.
			</description>
		</method>
		<method name="body_set_axis_velocity">
			<return type="void">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<argument index="1" name="axis_velocity" type="Vector2">
			</argument>
			<description>
				Sets an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.
			</description>
		</method>
		<method name="body_set_collision_layer">
			<return type="void">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<argument index="1" name="layer" type="int">
			</argument>
			<description>
				Sets the physics layer or layers a body belongs to.
			</description>
		</method>
		<method name="body_set_collision_mask">
			<return type="void">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<argument index="1" name="mask" type="int">
			</argument>
			<description>
				Sets the physics layer or layers a body can collide with.
			</description>
		</method>
		<method name="body_set_continuous_collision_detection_mode">
			<return type="void">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<argument index="1" name="mode" type="int" enum="PhysicsServer2D.CCDMode">
			</argument>
			<description>
				Sets the continuous collision detection mode using one of the [enum CCDMode] constants.
				Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided.
			</description>
		</method>
		<method name="body_set_force_integration_callback">
			<return type="void">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<argument index="1" name="callable" type="Callable">
			</argument>
			<argument index="2" name="userdata" type="Variant" default="null">
			</argument>
			<description>
				Sets the function used to calculate physics for an object, if that object allows it (see [method body_set_omit_force_integration]).
			</description>
		</method>
		<method name="body_set_max_contacts_reported">
			<return type="void">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<argument index="1" name="amount" type="int">
			</argument>
			<description>
				Sets the maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0.
			</description>
		</method>
		<method name="body_set_mode">
			<return type="void">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<argument index="1" name="mode" type="int" enum="PhysicsServer2D.BodyMode">
			</argument>
			<description>
				Sets the body mode using one of the [enum BodyMode] constants.
			</description>
		</method>
		<method name="body_set_omit_force_integration">
			<return type="void">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<argument index="1" name="enable" type="bool">
			</argument>
			<description>
				Sets whether a body uses a callback function to calculate its own physics (see [method body_set_force_integration_callback]).
			</description>
		</method>
		<method name="body_set_param">
			<return type="void">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<argument index="1" name="param" type="int" enum="PhysicsServer2D.BodyParameter">
			</argument>
			<argument index="2" name="value" type="float">
			</argument>
			<description>
				Sets a body parameter. See [enum BodyParameter] for a list of available parameters.
			</description>
		</method>
		<method name="body_set_shape">
			<return type="void">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<argument index="1" name="shape_idx" type="int">
			</argument>
			<argument index="2" name="shape" type="RID">
			</argument>
			<description>
				Substitutes a given body shape by another. The old shape is selected by its index, the new one by its [RID].
			</description>
		</method>
		<method name="body_set_shape_as_one_way_collision">
			<return type="void">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<argument index="1" name="shape_idx" type="int">
			</argument>
			<argument index="2" name="enable" type="bool">
			</argument>
			<argument index="3" name="margin" type="float">
			</argument>
			<description>
				Enables one way collision on body if [code]enable[/code] is [code]true[/code].
			</description>
		</method>
		<method name="body_set_shape_disabled">
			<return type="void">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<argument index="1" name="shape_idx" type="int">
			</argument>
			<argument index="2" name="disabled" type="bool">
			</argument>
			<description>
				Disables shape in body if [code]disable[/code] is [code]true[/code].
			</description>
		</method>
		<method name="body_set_shape_metadata">
			<return type="void">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<argument index="1" name="shape_idx" type="int">
			</argument>
			<argument index="2" name="metadata" type="Variant">
			</argument>
			<description>
				Sets metadata of a shape within a body. This metadata is different from [method Object.set_meta], and can be retrieved on shape queries.
			</description>
		</method>
		<method name="body_set_shape_transform">
			<return type="void">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<argument index="1" name="shape_idx" type="int">
			</argument>
			<argument index="2" name="transform" type="Transform2D">
			</argument>
			<description>
				Sets the transform matrix for a body shape.
			</description>
		</method>
		<method name="body_set_space">
			<return type="void">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<argument index="1" name="space" type="RID">
			</argument>
			<description>
				Assigns a space to the body (see [method space_create]).
			</description>
		</method>
		<method name="body_set_state">
			<return type="void">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<argument index="1" name="state" type="int" enum="PhysicsServer2D.BodyState">
			</argument>
			<argument index="2" name="value" type="Variant">
			</argument>
			<description>
				Sets a body state using one of the [enum BodyState] constants.
				Note that the method doesn't take effect immediately. The state will change on the next physics frame.
			</description>
		</method>
		<method name="body_test_motion">
			<return type="bool">
			</return>
			<argument index="0" name="body" type="RID">
			</argument>
			<argument index="1" name="from" type="Transform2D">
			</argument>
			<argument index="2" name="motion" type="Vector2">
			</argument>
			<argument index="3" name="infinite_inertia" type="bool">
			</argument>
			<argument index="4" name="margin" type="float" default="0.08">
			</argument>
			<argument index="5" name="result" type="PhysicsTestMotionResult2D" default="null">
			</argument>
			<description>
				Returns [code]true[/code] if a collision would result from moving in the given direction from a given point in space. Margin increases the size of the shapes involved in the collision detection. [PhysicsTestMotionResult2D] can be passed to return additional information in.
			</description>
		</method>
		<method name="capsule_shape_create">
			<return type="RID">
			</return>
			<description>
			</description>
		</method>
		<method name="circle_shape_create">
			<return type="RID">
			</return>
			<description>
			</description>
		</method>
		<method name="concave_polygon_shape_create">
			<return type="RID">
			</return>
			<description>
			</description>
		</method>
		<method name="convex_polygon_shape_create">
			<return type="RID">
			</return>
			<description>
			</description>
		</method>
		<method name="damped_spring_joint_get_param" qualifiers="const">
			<return type="float">
			</return>
			<argument index="0" name="joint" type="RID">
			</argument>
			<argument index="1" name="param" type="int" enum="PhysicsServer2D.DampedSpringParam">
			</argument>
			<description>
				Returns the value of a damped spring joint parameter. See [enum DampedSpringParam] for a list of available parameters.
			</description>
		</method>
		<method name="damped_spring_joint_set_param">
			<return type="void">
			</return>
			<argument index="0" name="joint" type="RID">
			</argument>
			<argument index="1" name="param" type="int" enum="PhysicsServer2D.DampedSpringParam">
			</argument>
			<argument index="2" name="value" type="float">
			</argument>
			<description>
				Sets a damped spring joint parameter. See [enum DampedSpringParam] for a list of available parameters.
			</description>
		</method>
		<method name="free_rid">
			<return type="void">
			</return>
			<argument index="0" name="rid" type="RID">
			</argument>
			<description>
				Destroys any of the objects created by PhysicsServer2D. If the [RID] passed is not one of the objects that can be created by PhysicsServer2D, an error will be sent to the console.
			</description>
		</method>
		<method name="get_process_info">
			<return type="int">
			</return>
			<argument index="0" name="process_info" type="int" enum="PhysicsServer2D.ProcessInfo">
			</argument>
			<description>
				Returns information about the current state of the 2D physics engine. See [enum ProcessInfo] for a list of available states.
			</description>
		</method>
		<method name="joint_clear">
			<return type="void">
			</return>
			<argument index="0" name="joint" type="RID">
			</argument>
			<description>
			</description>
		</method>
		<method name="joint_create">
			<return type="RID">
			</return>
			<description>
			</description>
		</method>
		<method name="joint_get_param" qualifiers="const">
			<return type="float">
			</return>
			<argument index="0" name="joint" type="RID">
			</argument>
			<argument index="1" name="param" type="int" enum="PhysicsServer2D.JointParam">
			</argument>
			<description>
				Returns the value of a joint parameter.
			</description>
		</method>
		<method name="joint_get_type" qualifiers="const">
			<return type="int" enum="PhysicsServer2D.JointType">
			</return>
			<argument index="0" name="joint" type="RID">
			</argument>
			<description>
				Returns a joint's type (see [enum JointType]).
			</description>
		</method>
		<method name="joint_make_damped_spring">
			<return type="void">
			</return>
			<argument index="0" name="joint" type="RID">
			</argument>
			<argument index="1" name="anchor_a" type="Vector2">
			</argument>
			<argument index="2" name="anchor_b" type="Vector2">
			</argument>
			<argument index="3" name="body_a" type="RID">
			</argument>
			<argument index="4" name="body_b" type="RID">
			</argument>
			<description>
			</description>
		</method>
		<method name="joint_make_groove">
			<return type="void">
			</return>
			<argument index="0" name="joint" type="RID">
			</argument>
			<argument index="1" name="groove1_a" type="Vector2">
			</argument>
			<argument index="2" name="groove2_a" type="Vector2">
			</argument>
			<argument index="3" name="anchor_b" type="Vector2">
			</argument>
			<argument index="4" name="body_a" type="RID">
			</argument>
			<argument index="5" name="body_b" type="RID">
			</argument>
			<description>
			</description>
		</method>
		<method name="joint_make_pin">
			<return type="void">
			</return>
			<argument index="0" name="joint" type="RID">
			</argument>
			<argument index="1" name="anchor" type="Vector2">
			</argument>
			<argument index="2" name="body_a" type="RID">
			</argument>
			<argument index="3" name="body_b" type="RID">
			</argument>
			<description>
			</description>
		</method>
		<method name="joint_set_param">
			<return type="void">
			</return>
			<argument index="0" name="joint" type="RID">
			</argument>
			<argument index="1" name="param" type="int" enum="PhysicsServer2D.JointParam">
			</argument>
			<argument index="2" name="value" type="float">
			</argument>
			<description>
				Sets a joint parameter. See [enum JointParam] for a list of available parameters.
			</description>
		</method>
		<method name="line_shape_create">
			<return type="RID">
			</return>
			<description>
			</description>
		</method>
		<method name="ray_shape_create">
			<return type="RID">
			</return>
			<description>
			</description>
		</method>
		<method name="rectangle_shape_create">
			<return type="RID">
			</return>
			<description>
			</description>
		</method>
		<method name="segment_shape_create">
			<return type="RID">
			</return>
			<description>
			</description>
		</method>
		<method name="set_active">
			<return type="void">
			</return>
			<argument index="0" name="active" type="bool">
			</argument>
			<description>
				Activates or deactivates the 2D physics engine.
			</description>
		</method>
		<method name="set_collision_iterations">
			<return type="void">
			</return>
			<argument index="0" name="iterations" type="int">
			</argument>
			<description>
				Sets the amount of iterations for calculating velocities of colliding bodies. The greater the amount of iterations, the more accurate the collisions will be. However, a greater amount of iterations requires more CPU power, which can decrease performance. The default value is [code]8[/code].
			</description>
		</method>
		<method name="shape_get_data" qualifiers="const">
			<return type="Variant">
			</return>
			<argument index="0" name="shape" type="RID">
			</argument>
			<description>
				Returns the shape data.
			</description>
		</method>
		<method name="shape_get_type" qualifiers="const">
			<return type="int" enum="PhysicsServer2D.ShapeType">
			</return>
			<argument index="0" name="shape" type="RID">
			</argument>
			<description>
				Returns a shape's type (see [enum ShapeType]).
			</description>
		</method>
		<method name="shape_set_data">
			<return type="void">
			</return>
			<argument index="0" name="shape" type="RID">
			</argument>
			<argument index="1" name="data" type="Variant">
			</argument>
			<description>
				Sets the shape data that defines its shape and size. The data to be passed depends on the kind of shape created [method shape_get_type].
			</description>
		</method>
		<method name="space_create">
			<return type="RID">
			</return>
			<description>
				Creates a space. A space is a collection of parameters for the physics engine that can be assigned to an area or a body. It can be assigned to an area with [method area_set_space], or to a body with [method body_set_space].
			</description>
		</method>
		<method name="space_get_direct_state">
			<return type="PhysicsDirectSpaceState2D">
			</return>
			<argument index="0" name="space" type="RID">
			</argument>
			<description>
				Returns the state of a space, a [PhysicsDirectSpaceState2D]. This object can be used to make collision/intersection queries.
			</description>
		</method>
		<method name="space_get_param" qualifiers="const">
			<return type="float">
			</return>
			<argument index="0" name="space" type="RID">
			</argument>
			<argument index="1" name="param" type="int" enum="PhysicsServer2D.SpaceParameter">
			</argument>
			<description>
				Returns the value of a space parameter.
			</description>
		</method>
		<method name="space_is_active" qualifiers="const">
			<return type="bool">
			</return>
			<argument index="0" name="space" type="RID">
			</argument>
			<description>
				Returns whether the space is active.
			</description>
		</method>
		<method name="space_set_active">
			<return type="void">
			</return>
			<argument index="0" name="space" type="RID">
			</argument>
			<argument index="1" name="active" type="bool">
			</argument>
			<description>
				Marks a space as active. It will not have an effect, unless it is assigned to an area or body.
			</description>
		</method>
		<method name="space_set_param">
			<return type="void">
			</return>
			<argument index="0" name="space" type="RID">
			</argument>
			<argument index="1" name="param" type="int" enum="PhysicsServer2D.SpaceParameter">
			</argument>
			<argument index="2" name="value" type="float">
			</argument>
			<description>
				Sets the value for a space parameter. See [enum SpaceParameter] for a list of available parameters.
			</description>
		</method>
	</methods>
	<constants>
		<constant name="SPACE_PARAM_CONTACT_RECYCLE_RADIUS" value="0" enum="SpaceParameter">
			Constant to set/get the maximum distance a pair of bodies has to move before their collision status has to be recalculated.
		</constant>
		<constant name="SPACE_PARAM_CONTACT_MAX_SEPARATION" value="1" enum="SpaceParameter">
			Constant to set/get the maximum distance a shape can be from another before they are considered separated.
		</constant>
		<constant name="SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION" value="2" enum="SpaceParameter">
			Constant to set/get the maximum distance a shape can penetrate another shape before it is considered a collision.
		</constant>
		<constant name="SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD" value="3" enum="SpaceParameter">
			Constant to set/get the threshold linear velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given.
		</constant>
		<constant name="SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD" value="4" enum="SpaceParameter">
			Constant to set/get the threshold angular velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given.
		</constant>
		<constant name="SPACE_PARAM_BODY_TIME_TO_SLEEP" value="5" enum="SpaceParameter">
			Constant to set/get the maximum time of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after this time.
		</constant>
		<constant name="SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS" value="6" enum="SpaceParameter">
			Constant to set/get the default solver bias for all physics constraints. A solver bias is a factor controlling how much two objects "rebound", after violating a constraint, to avoid leaving them in that state because of numerical imprecision.
		</constant>
		<constant name="SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH" value="7" enum="SpaceParameter">
		</constant>
		<constant name="SHAPE_LINE" value="0" enum="ShapeType">
			This is the constant for creating line shapes. A line shape is an infinite line with an origin point, and a normal. Thus, it can be used for front/behind checks.
		</constant>
		<constant name="SHAPE_RAY" value="1" enum="ShapeType">
		</constant>
		<constant name="SHAPE_SEGMENT" value="2" enum="ShapeType">
			This is the constant for creating segment shapes. A segment shape is a line from a point A to a point B. It can be checked for intersections.
		</constant>
		<constant name="SHAPE_CIRCLE" value="3" enum="ShapeType">
			This is the constant for creating circle shapes. A circle shape only has a radius. It can be used for intersections and inside/outside checks.
		</constant>
		<constant name="SHAPE_RECTANGLE" value="4" enum="ShapeType">
			This is the constant for creating rectangle shapes. A rectangle shape is defined by a width and a height. It can be used for intersections and inside/outside checks.
		</constant>
		<constant name="SHAPE_CAPSULE" value="5" enum="ShapeType">
			This is the constant for creating capsule shapes. A capsule shape is defined by a radius and a length. It can be used for intersections and inside/outside checks.
		</constant>
		<constant name="SHAPE_CONVEX_POLYGON" value="6" enum="ShapeType">
			This is the constant for creating convex polygon shapes. A polygon is defined by a list of points. It can be used for intersections and inside/outside checks. Unlike the [member CollisionPolygon2D.polygon] property, polygons modified with [method shape_set_data] do not verify that the points supplied form is a convex polygon.
		</constant>
		<constant name="SHAPE_CONCAVE_POLYGON" value="7" enum="ShapeType">
			This is the constant for creating concave polygon shapes. A polygon is defined by a list of points. It can be used for intersections checks, but not for inside/outside checks.
		</constant>
		<constant name="SHAPE_CUSTOM" value="8" enum="ShapeType">
			This constant is used internally by the engine. Any attempt to create this kind of shape results in an error.
		</constant>
		<constant name="AREA_PARAM_GRAVITY" value="0" enum="AreaParameter">
			Constant to set/get gravity strength in an area.
		</constant>
		<constant name="AREA_PARAM_GRAVITY_VECTOR" value="1" enum="AreaParameter">
			Constant to set/get gravity vector/center in an area.
		</constant>
		<constant name="AREA_PARAM_GRAVITY_IS_POINT" value="2" enum="AreaParameter">
			Constant to set/get whether the gravity vector of an area is a direction, or a center point.
		</constant>
		<constant name="AREA_PARAM_GRAVITY_DISTANCE_SCALE" value="3" enum="AreaParameter">
			Constant to set/get the falloff factor for point gravity of an area. The greater this value is, the faster the strength of gravity decreases with the square of distance.
		</constant>
		<constant name="AREA_PARAM_GRAVITY_POINT_ATTENUATION" value="4" enum="AreaParameter">
			This constant was used to set/get the falloff factor for point gravity. It has been superseded by [constant AREA_PARAM_GRAVITY_DISTANCE_SCALE].
		</constant>
		<constant name="AREA_PARAM_LINEAR_DAMP" value="5" enum="AreaParameter">
			Constant to set/get the linear dampening factor of an area.
		</constant>
		<constant name="AREA_PARAM_ANGULAR_DAMP" value="6" enum="AreaParameter">
			Constant to set/get the angular dampening factor of an area.
		</constant>
		<constant name="AREA_PARAM_PRIORITY" value="7" enum="AreaParameter">
			Constant to set/get the priority (order of processing) of an area.
		</constant>
		<constant name="AREA_SPACE_OVERRIDE_DISABLED" value="0" enum="AreaSpaceOverrideMode">
			This area does not affect gravity/damp. These are generally areas that exist only to detect collisions, and objects entering or exiting them.
		</constant>
		<constant name="AREA_SPACE_OVERRIDE_COMBINE" value="1" enum="AreaSpaceOverrideMode">
			This area adds its gravity/damp values to whatever has been calculated so far. This way, many overlapping areas can combine their physics to make interesting effects.
		</constant>
		<constant name="AREA_SPACE_OVERRIDE_COMBINE_REPLACE" value="2" enum="AreaSpaceOverrideMode">
			This area adds its gravity/damp values to whatever has been calculated so far. Then stops taking into account the rest of the areas, even the default one.
		</constant>
		<constant name="AREA_SPACE_OVERRIDE_REPLACE" value="3" enum="AreaSpaceOverrideMode">
			This area replaces any gravity/damp, even the default one, and stops taking into account the rest of the areas.
		</constant>
		<constant name="AREA_SPACE_OVERRIDE_REPLACE_COMBINE" value="4" enum="AreaSpaceOverrideMode">
			This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one.
		</constant>
		<constant name="BODY_MODE_STATIC" value="0" enum="BodyMode">
			Constant for static bodies. In this mode, a body can be only moved by user code.
		</constant>
		<constant name="BODY_MODE_KINEMATIC" value="1" enum="BodyMode">
			Constant for kinematic bodies. In this mode, a body can be only moved by user code and collides with other bodies along its path.
		</constant>
		<constant name="BODY_MODE_DYNAMIC" value="2" enum="BodyMode">
			Constant for dynamic bodies. In this mode, a body can be pushed by other bodies and has forces applied.
		</constant>
		<constant name="BODY_MODE_DYNAMIC_LOCKED" value="3" enum="BodyMode">
			Constant for locked dynamic bodies. In this mode, a body is dynamic but can not rotate, and only its linear velocity is affected by external forces.
		</constant>
		<constant name="BODY_PARAM_BOUNCE" value="0" enum="BodyParameter">
			Constant to set/get a body's bounce factor.
		</constant>
		<constant name="BODY_PARAM_FRICTION" value="1" enum="BodyParameter">
			Constant to set/get a body's friction.
		</constant>
		<constant name="BODY_PARAM_MASS" value="2" enum="BodyParameter">
			Constant to set/get a body's mass.
		</constant>
		<constant name="BODY_PARAM_INERTIA" value="3" enum="BodyParameter">
			Constant to set/get a body's inertia.
		</constant>
		<constant name="BODY_PARAM_GRAVITY_SCALE" value="4" enum="BodyParameter">
			Constant to set/get a body's gravity multiplier.
		</constant>
		<constant name="BODY_PARAM_LINEAR_DAMP" value="5" enum="BodyParameter">
			Constant to set/get a body's linear dampening factor.
		</constant>
		<constant name="BODY_PARAM_ANGULAR_DAMP" value="6" enum="BodyParameter">
			Constant to set/get a body's angular dampening factor.
		</constant>
		<constant name="BODY_PARAM_MAX" value="7" enum="BodyParameter">
			Represents the size of the [enum BodyParameter] enum.
		</constant>
		<constant name="BODY_STATE_TRANSFORM" value="0" enum="BodyState">
			Constant to set/get the current transform matrix of the body.
		</constant>
		<constant name="BODY_STATE_LINEAR_VELOCITY" value="1" enum="BodyState">
			Constant to set/get the current linear velocity of the body.
		</constant>
		<constant name="BODY_STATE_ANGULAR_VELOCITY" value="2" enum="BodyState">
			Constant to set/get the current angular velocity of the body.
		</constant>
		<constant name="BODY_STATE_SLEEPING" value="3" enum="BodyState">
			Constant to sleep/wake up a body, or to get whether it is sleeping.
		</constant>
		<constant name="BODY_STATE_CAN_SLEEP" value="4" enum="BodyState">
			Constant to set/get whether the body can sleep.
		</constant>
		<constant name="JOINT_TYPE_PIN" value="0" enum="JointType">
			Constant to create pin joints.
		</constant>
		<constant name="JOINT_TYPE_GROOVE" value="1" enum="JointType">
			Constant to create groove joints.
		</constant>
		<constant name="JOINT_TYPE_DAMPED_SPRING" value="2" enum="JointType">
			Constant to create damped spring joints.
		</constant>
		<constant name="JOINT_TYPE_MAX" value="3" enum="JointType">
			Represents the size of the [enum JointType] enum.
		</constant>
		<constant name="JOINT_PARAM_BIAS" value="0" enum="JointParam">
		</constant>
		<constant name="JOINT_PARAM_MAX_BIAS" value="1" enum="JointParam">
		</constant>
		<constant name="JOINT_PARAM_MAX_FORCE" value="2" enum="JointParam">
		</constant>
		<constant name="DAMPED_SPRING_REST_LENGTH" value="0" enum="DampedSpringParam">
			Sets the resting length of the spring joint. The joint will always try to go to back this length when pulled apart.
		</constant>
		<constant name="DAMPED_SPRING_STIFFNESS" value="1" enum="DampedSpringParam">
			Sets the stiffness of the spring joint. The joint applies a force equal to the stiffness times the distance from its resting length.
		</constant>
		<constant name="DAMPED_SPRING_DAMPING" value="2" enum="DampedSpringParam">
			Sets the damping ratio of the spring joint. A value of 0 indicates an undamped spring, while 1 causes the system to reach equilibrium as fast as possible (critical damping).
		</constant>
		<constant name="CCD_MODE_DISABLED" value="0" enum="CCDMode">
			Disables continuous collision detection. This is the fastest way to detect body collisions, but can miss small, fast-moving objects.
		</constant>
		<constant name="CCD_MODE_CAST_RAY" value="1" enum="CCDMode">
			Enables continuous collision detection by raycasting. It is faster than shapecasting, but less precise.
		</constant>
		<constant name="CCD_MODE_CAST_SHAPE" value="2" enum="CCDMode">
			Enables continuous collision detection by shapecasting. It is the slowest CCD method, and the most precise.
		</constant>
		<constant name="AREA_BODY_ADDED" value="0" enum="AreaBodyStatus">
			The value of the first parameter and area callback function receives, when an object enters one of its shapes.
		</constant>
		<constant name="AREA_BODY_REMOVED" value="1" enum="AreaBodyStatus">
			The value of the first parameter and area callback function receives, when an object exits one of its shapes.
		</constant>
		<constant name="INFO_ACTIVE_OBJECTS" value="0" enum="ProcessInfo">
			Constant to get the number of objects that are not sleeping.
		</constant>
		<constant name="INFO_COLLISION_PAIRS" value="1" enum="ProcessInfo">
			Constant to get the number of possible collisions.
		</constant>
		<constant name="INFO_ISLAND_COUNT" value="2" enum="ProcessInfo">
			Constant to get the number of space regions where a collision could occur.
		</constant>
	</constants>
</class>