Physics2DDirectBodyState
Inherits: Object
Direct access object to a physics body in the Physics2DServer.
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
Properties
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 ( ) |
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.
void add_force ( Vector2 offset, Vector2 force )
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.
void apply_impulse ( Vector2 offset, Vector2 impulse )
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.
RID get_contact_collider ( int contact_idx ) const
Returns the collider's RID.
int get_contact_collider_id ( int contact_idx ) const
Returns the collider's object id.
Object get_contact_collider_object ( int contact_idx ) const
Returns the collider object. This depends on how it was created (will return a scene node if such was used to create it).
Vector2 get_contact_collider_position ( int contact_idx ) const
Returns the contact position in the collider.
int get_contact_collider_shape ( int contact_idx ) const
Returns the collider's shape index.
Variant get_contact_collider_shape_metadata ( int contact_idx ) const
Returns the collided shape's metadata. This metadata is different from Object.get_meta, and is set with Physics2DServer.shape_set_data.
Vector2 get_contact_collider_velocity_at_position ( int contact_idx ) const
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: By default, this returns 0 unless bodies are configured to monitor contacts. See RigidBody2D.contact_monitor.
Vector2 get_contact_local_normal ( int contact_idx ) const
Returns the local normal at the contact point.
Vector2 get_contact_local_position ( int contact_idx ) const
Returns the local position of the contact point.
int get_contact_local_shape ( int contact_idx ) const
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.
© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_physics2ddirectbodystate.html