Physics2DDirectBodyState
Inherits: Object
Inherited By: Physics2DDirectBodyStateSW
Category: Core
Brief Description
Direct access object to a physics body in the Physics2DServer.
Properties
float | angular_velocity |
float | inverse_inertia |
float | inverse_mass |
Vector2 | linear_velocity |
bool | sleeping |
float | step |
float | total_angular_damp |
Vector2 | total_gravity |
float | total_linear_damp |
Transform2D | transform |
Methods
void | add_central_force ( Vector2 force ) |
void | add_force ( Vector2 offset, Vector2 force ) |
void | add_torque ( float torque ) |
void | apply_central_impulse ( Vector2 impulse ) |
void | apply_impulse ( Vector2 offset, Vector2 impulse ) |
void | apply_torque_impulse ( float impulse ) |
RID | get_contact_collider ( int contact_idx ) const |
int | get_contact_collider_id ( int contact_idx ) const |
Object | get_contact_collider_object ( int contact_idx ) const |
Vector2 | get_contact_collider_position ( int contact_idx ) const |
int | get_contact_collider_shape ( int contact_idx ) const |
Variant | get_contact_collider_shape_metadata ( int contact_idx ) const |
Vector2 | get_contact_collider_velocity_at_position ( int contact_idx ) const |
int | get_contact_count ( ) const |
Vector2 | get_contact_local_normal ( int contact_idx ) const |
Vector2 | get_contact_local_position ( int contact_idx ) const |
int | get_contact_local_shape ( int contact_idx ) const |
Physics2DDirectSpaceState | get_space_state ( ) |
void | integrate_forces ( ) |
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 RigidBody2D._integrate_forces.
Tutorials
Property Descriptions
- float angular_velocity
Setter | set_angular_velocity(value) |
Getter | get_angular_velocity() |
The body’s rotational velocity.
- float inverse_inertia
Getter | get_inverse_inertia() |
The inverse of the inertia of the body.
- float inverse_mass
Getter | get_inverse_mass() |
The inverse of the mass of the body.
- Vector2 linear_velocity
Setter | set_linear_velocity(value) |
Getter | get_linear_velocity() |
The body’s linear velocity.
- bool sleeping
Setter | set_sleep_state(value) |
Getter | is_sleeping() |
If true
, this body is currently sleeping (not active).
- float step
Getter | get_step() |
The timestep (delta) used for the simulation.
- float total_angular_damp
Getter | get_total_angular_damp() |
The rate at which the body stops rotating, if there are not any other forces moving it.
- Vector2 total_gravity
Getter | get_total_gravity() |
The total gravity vector being currently applied to this body.
- float total_linear_damp
Getter | get_total_linear_damp() |
The rate at which the body stops moving, if there are not any other forces moving it.
- Transform2D transform
Setter | set_transform(value) |
Getter | get_transform() |
The body’s transformation matrix.
Method Descriptions
- void add_central_force ( Vector2 force )
Adds a constant directional force without affecting rotation.
Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
- void add_torque ( float torque )
Adds a constant rotational force.
- void apply_central_impulse ( Vector2 impulse )
Applies a directional impulse without affecting rotation.
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.
- void apply_torque_impulse ( float impulse )
Applies a rotational impulse to the body.
Returns the collider’s RID.
Returns the collider’s object id.
Returns the collider object. This depends on how it was created (will return a scene node if such was used to create it).
Returns the contact position in the collider.
Returns the collider’s shape index.
Returns the collided shape’s metadata. This metadata is different from Object.get_meta, and is set with Physics2DServer.shape_set_data.
Returns the linear velocity vector at the collider’s contact point.
- int get_contact_count ( ) const
Returns the number of contacts this body has with other bodies. Note that by default this returns 0 unless bodies are configured to log contacts. See RigidBody2D.contact_monitor.
Returns the local normal at the contact point.
Returns the local position of the contact point.
Returns the local shape index of the collision.
- Physics2DDirectSpaceState get_space_state ( )
Returns the current state of the space, useful for queries.
- void integrate_forces ( )
Calls the built-in force integration code.