Physics2DServer

    Inherited By:

    Category: Core

    Physics 2D Server.

    enum SpaceParameter:

    • SPACE_PARAM_CONTACT_RECYCLE_RADIUS = 0 — Constant to set/get the maximum distance a pair of bodies has to move before their collision status has to be recalculated.
    • SPACE_PARAM_CONTACT_MAX_SEPARATION = 1 — Constant to set/get the maximum distance a shape can be from another before they are considered separated.
    • SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION = 2 — Constant to set/get the maximum distance a shape can penetrate another shape before it is considered a collision.
    • SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD = 3 — 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.
    • SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD = 4 — 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.
    • SPACE_PARAM_BODY_TIME_TO_SLEEP = 5 — 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.
    • SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS = 6 — 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.
    • SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH = 7

    enum ShapeType:

    • SHAPE_LINE = 0 — 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.
    • SHAPE_RAY = 1
    • SHAPE_SEGMENT = 2 — 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.
    • SHAPE_CIRCLE = 3 — 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.
    • SHAPE_RECTANGLE = 4 — 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.
    • SHAPE_CAPSULE = 5 — 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.
    • SHAPE_CONVEX_POLYGON = 6 — 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 CollisionPolygon2D.polygon property, polygons modified with do not verify that the points supplied form is a convex polygon.
    • SHAPE_CONCAVE_POLYGON = 7 — 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.
    • SHAPE_CUSTOM = 8 — This constant is used internally by the engine. Any attempt to create this kind of shape results in an error.

    enum AreaParameter:

    • AREA_PARAM_GRAVITY = 0 — Constant to set/get gravity strength in an area.
    • AREA_PARAM_GRAVITY_VECTOR = 1 — Constant to set/get gravity vector/center in an area.
    • AREA_PARAM_GRAVITY_IS_POINT = 2 — Constant to set/get whether the gravity vector of an area is a direction, or a center point.
    • AREA_PARAM_GRAVITY_DISTANCE_SCALE = 3 — 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.
    • AREA_PARAM_GRAVITY_POINT_ATTENUATION = 4 — This constant was used to set/get the falloff factor for point gravity. It has been superseded by AREA_PARAM_GRAVITY_DISTANCE_SCALE.
    • AREA_PARAM_LINEAR_DAMP = 5 — Constant to set/get the linear dampening factor of an area.
    • AREA_PARAM_ANGULAR_DAMP = 6 — Constant to set/get the angular dampening factor of an area.
    • AREA_PARAM_PRIORITY = 7 — Constant to set/get the priority (order of processing) of an area.

    enum AreaSpaceOverrideMode:

    • AREA_SPACE_OVERRIDE_DISABLED = 0 — This area does not affect gravity/damp. These are generally areas that exist only to detect collisions, and objects entering or exiting them.
    • AREA_SPACE_OVERRIDE_COMBINE = 1 — 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.
    • AREA_SPACE_OVERRIDE_COMBINE_REPLACE = 2 — 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.
    • AREA_SPACE_OVERRIDE_REPLACE = 3 — This area replaces any gravity/damp, even the default one, and stops taking into account the rest of the areas.
    • AREA_SPACE_OVERRIDE_REPLACE_COMBINE = 4 — This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one.

    enum BodyMode:

    • BODY_MODE_STATIC = 0 — Constant for static bodies.
    • BODY_MODE_KINEMATIC = 1 — Constant for kinematic bodies.
    • BODY_MODE_RIGID = 2 — Constant for rigid bodies.
    • BODY_MODE_CHARACTER = 3 — Constant for rigid bodies in character mode. In this mode, a body can not rotate, and only its linear velocity is affected by physics.

    enum BodyParameter:

    • BODY_PARAM_BOUNCE = 0 — Constant to set/get a body’s bounce factor.
    • BODY_PARAM_FRICTION = 1 — Constant to set/get a body’s friction.
    • BODY_PARAM_MASS = 2 — Constant to set/get a body’s mass.
    • BODY_PARAM_INERTIA = 3 — Constant to set/get a body’s inertia.
    • BODY_PARAM_GRAVITY_SCALE = 4 — Constant to set/get a body’s gravity multiplier.
    • BODY_PARAM_LINEAR_DAMP = 5 — Constant to set/get a body’s linear dampening factor.
    • BODY_PARAM_ANGULAR_DAMP = 6 — Constant to set/get a body’s angular dampening factor.
    • BODY_PARAM_MAX = 7 — Represents the size of the BodyParameter enum.

    enum BodyState:

    • BODY_STATE_TRANSFORM = 0 — Constant to set/get the current transform matrix of the body.
    • BODY_STATE_LINEAR_VELOCITY = 1 — Constant to set/get the current linear velocity of the body.
    • BODY_STATE_ANGULAR_VELOCITY = 2 — Constant to set/get the current angular velocity of the body.
    • BODY_STATE_SLEEPING = 3 — Constant to sleep/wake up a body, or to get whether it is sleeping.
    • BODY_STATE_CAN_SLEEP = 4 — Constant to set/get whether the body can sleep.

    enum JointType:

    • JOINT_PIN = 0 — Constant to create pin joints.
    • JOINT_GROOVE = 1 — Constant to create groove joints.
    • JOINT_DAMPED_SPRING = 2 — Constant to create damped spring joints.

    enum JointParam:

    • JOINT_PARAM_BIAS = 0
    • JOINT_PARAM_MAX_FORCE = 2

    enum DampedStringParam:

    • DAMPED_STRING_REST_LENGTH = 0 — Set the resting length of the spring joint. The joint will always try to go to back this length when pulled apart.
    • DAMPED_STRING_STIFFNESS = 1 — Set the stiffness of the spring joint. The joint applies a force equal to the stiffness times the distance from its resting length.
    • DAMPED_STRING_DAMPING = 2 — Set 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).

    enum CCDMode:

    • CCD_MODE_DISABLED = 0 — Disables continuous collision detection. This is the fastest way to detect body collisions, but can miss small, fast-moving objects.
    • CCD_MODE_CAST_RAY = 1 — Enables continuous collision detection by raycasting. It is faster than shapecasting, but less precise.
    • CCD_MODE_CAST_SHAPE = 2 — Enables continuous collision detection by shapecasting. It is the slowest CCD method, and the most precise.

    enum AreaBodyStatus:

    • AREA_BODY_ADDED = 0 — The value of the first parameter and area callback function receives, when an object enters one of its shapes.
    • AREA_BODY_REMOVED = 1 — The value of the first parameter and area callback function receives, when an object exits one of its shapes.

    enum ProcessInfo:

    • INFO_ACTIVE_OBJECTS = 0 — Constant to get the number of objects that are not sleeping.
    • INFO_COLLISION_PAIRS = 1 — Constant to get the number of possible collisions.
    • INFO_ISLAND_COUNT = 2 — Constant to get the number of space regions where a collision could occur.

    Physics 2D Server 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.

    • void area_add_shape ( area, RID shape, transform=Transform2D( 1, 0, 0, 1, 0, 0 ) )

    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.


    • void area_attach_canvas_instance_id ( RID area, id )

    • void area_attach_object_instance_id ( RID area, id )

    Assigns the area to a descendant of Object, so it can exist in the node tree.


    • void area_clear_shapes ( area )

    Removes all shapes from an area. It does not delete the shapes, so they can be reassigned later.


    • RID area_create ( )

    Creates an .


    • int area_get_canvas_instance_id ( area ) const

    • int area_get_object_instance_id ( area ) const

    Gets the instance ID of the object the area is assigned to.


    Returns an area parameter value. See for a list of available parameters.


    • RID area_get_shape ( area, int shape_idx ) const

    Returns the of the nth shape of an area.


    • int area_get_shape_count ( area ) const

    Returns the number of shapes assigned to an area.


    Returns the transform matrix of a shape within an area.


    • area_get_space ( RID area ) const

    Returns the space assigned to the area.


    • area_get_space_override_mode ( RID area ) const

    Returns the space override mode for the area.


    • area_get_transform ( RID area ) const

    Returns the transform matrix for an area.


    • void area_remove_shape ( area, int shape_idx )

    Removes a shape from an area. It does not delete the shape, so it can be reassigned later.


    • void area_set_area_monitor_callback ( area, Object receiver, method )

    • void area_set_collision_layer ( RID area, layer )

    Assigns the area to one or many physics layers.


    • void area_set_collision_mask ( RID area, mask )

    Sets which physics layers the area will monitor.


    • void area_set_monitor_callback ( RID area, receiver, String method )

    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: AREA_BODY_ADDED or AREA_BODY_REMOVED, depending on whether the object entered or exited the area.

    2: 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.


    • void area_set_monitorable ( RID area, monitorable )

    • void area_set_param ( RID area, param, Variant value )

    Sets the value for an area parameter. See for a list of available parameters.


    • void area_set_shape ( RID area, shape_idx, RID shape )

    Substitutes a given area shape by another. The old shape is selected by its index, the new one by its .


    • void area_set_shape_disabled ( RID area, shape_idx, bool disable )

    Disables a given shape in an area.


    • void area_set_shape_transform ( area, int shape_idx, transform )

    Sets the transform matrix for an area shape.


    • void area_set_space ( RID area, space )

    Assigns a space to the area.


    • void area_set_space_override_mode ( RID area, mode )

    Sets the space override mode for the area. See AreaSpaceOverrideMode for a list of available modes.


    • void area_set_transform ( area, Transform2D transform )

    Sets the transform matrix for an area.


    • void body_add_central_force ( body, Vector2 force )

    • void body_add_collision_exception ( body, RID excepted_body )

    Adds a body to the list of bodies exempt from collisions.


    • void body_add_force ( body, Vector2 offset, force )

    Adds a positioned force to the applied force and torque. As with 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.


    • void body_add_shape ( body, RID shape, transform=Transform2D( 1, 0, 0, 1, 0, 0 ) )

    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.


    • void body_add_torque ( RID body, torque )

    • void body_apply_central_impulse ( RID body, impulse )

    • void body_apply_impulse ( RID body, position, Vector2 impulse )

    Adds a positioned impulse to the applied force and torque. Both the force and the offset from the body origin are in global coordinates.


    • void body_apply_torque_impulse ( body, float impulse )

    • void body_attach_canvas_instance_id ( body, int id )

    • void body_attach_object_instance_id ( body, int id )

    Assigns the area to a descendant of , so it can exist in the node tree.


    • void body_clear_shapes ( RID body )

    Removes all shapes from a body.


    • body_create ( )

    Creates a physics body.


    • int body_get_canvas_instance_id ( body ) const

    • int body_get_collision_layer ( body ) const

    Returns the physics layer or layers a body belongs to.


    • int body_get_collision_mask ( body ) const

    Returns the physics layer or layers a body can collide with.


    • CCDMode body_get_continuous_collision_detection_mode ( body ) const

    Returns the continuous collision detection mode.


    Returns the Physics2DDirectBodyState of the body.


    Returns the maximum contacts that can be reported. See .


    Returns the body mode.


    • int body_get_object_instance_id ( body ) const

    Gets the instance ID of the object the area is assigned to.


    Returns the value of a body parameter. See for a list of available parameters.


    • RID body_get_shape ( body, int shape_idx ) const

    Returns the of the nth shape of a body.


    • int body_get_shape_count ( body ) const

    Returns the number of shapes assigned to a body.


    • Variant body_get_shape_metadata ( body, int shape_idx ) const

    Returns the metadata of a shape of a body.


    • body_get_shape_transform ( RID body, shape_idx ) const

    Returns the transform matrix of a body shape.


    • RID body_get_space ( body ) const

    Returns the RID of the space assigned to a body.


    • body_get_state ( RID body, state ) const

    Returns a body state.


    • bool body_is_omitting_force_integration ( body ) const

    Returns whether a body uses a callback function to calculate its own physics (see body_set_force_integration_callback).


    • void body_remove_collision_exception ( body, RID excepted_body )

    Removes a body from the list of bodies exempt from collisions.


    • void body_remove_shape ( body, int shape_idx )

    Removes a shape from a body. The shape is not deleted, so it can be reused afterwards.


    • void body_set_axis_velocity ( body, Vector2 axis_velocity )

    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.


    • void body_set_collision_layer ( body, int layer )

    Sets the physics layer or layers a body belongs to.


    • void body_set_collision_mask ( body, int mask )

    • void body_set_continuous_collision_detection_mode ( body, CCDMode mode )

    Sets the continuous collision detection mode using one of the constants.

    Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided.


    • void body_set_force_integration_callback ( RID body, receiver, String method, userdata=null )

    Sets the function used to calculate physics for an object, if that object allows it (see body_set_omit_force_integration).


    • void body_set_max_contacts_reported ( body, int amount )

    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.


    • void body_set_mode ( body, BodyMode mode )

    Sets the body mode using one of the constants.


    • void body_set_omit_force_integration ( RID body, enable )

    Sets whether a body uses a callback function to calculate its own physics (see body_set_force_integration_callback).


    Sets a body parameter. See BodyParameter for a list of available parameters.


    • void body_set_shape ( body, int shape_idx, shape )

    Substitutes a given body shape by another. The old shape is selected by its index, the new one by its RID.


    • void body_set_shape_as_one_way_collision ( body, int shape_idx, enable, float margin )

    Enables one way collision on body if is .


    • void body_set_shape_disabled ( body, int shape_idx, disable )

    Disables shape in body if is .


    • void body_set_shape_metadata ( RID body, shape_idx, Variant metadata )

    Sets metadata of a shape within a body. This metadata is different from , and can be retrieved on shape queries.


    • void body_set_shape_transform ( RID body, shape_idx, Transform2D transform )

    Sets the transform matrix for a body shape.


    • void body_set_space ( body, RID space )

    Assigns a space to the body (see ).


    • void body_set_state ( RID body, state, Variant value )

    Sets a body state using one of the constants.


    Returns whether a body can move from a given point in a given direction. Apart from the boolean return value, a can be passed to return additional information in.


    • RID capsule_shape_create ( )

    • circle_shape_create ( )

    • RID concave_polygon_shape_create ( )

    • convex_polygon_shape_create ( )

    • RID damped_spring_joint_create ( anchor_a, Vector2 anchor_b, body_a, RID body_b )

    Creates a damped spring joint between two bodies. If not specified, the second body is assumed to be the joint itself.


    • damped_string_joint_get_param ( RID joint, param ) const

    Returns the value of a damped spring joint parameter.


    • void damped_string_joint_set_param ( RID joint, param, float value )

    Sets a damped spring joint parameter. See for a list of available parameters.


    • void free_rid ( RID rid )

    Destroys any of the objects created by Physics2DServer. If the passed is not one of the objects that can be created by Physics2DServer, an error will be sent to the console.


    • int get_process_info ( process_info )

    Returns information about the current state of the 2D physics engine. See ProcessInfo for a list of available states.


    • groove_joint_create ( Vector2 groove1_a, groove2_a, Vector2 anchor_b, body_a, RID body_b )

    Creates a groove joint between two bodies. If not specified, the bodies are assumed to be the joint itself.


    • joint_get_param ( RID joint, param ) const

    Returns the value of a joint parameter.


    Returns the type of a joint (see JointType).


    • void joint_set_param ( joint, JointParam param, value )

    Sets a joint parameter. See JointParam for a list of available parameters.


    • line_shape_create ( )

    • RID pin_joint_create ( anchor, RID body_a, body_b )

    Creates a pin joint between two bodies. If not specified, the second body is assumed to be the joint itself.


    • RID ray_shape_create ( )

    • rectangle_shape_create ( )

    • RID segment_shape_create ( )

    • void set_active ( active )

    Activates or deactivates the 2D physics engine.


    • Variant shape_get_data ( shape ) const

    Returns the shape data.


    Returns the type of shape (see ShapeType).


    • void shape_set_data ( shape, Variant data )

    Sets the shape data that defines its shape and size. The data to be passed depends on the kind of shape created .


    • RID space_create ( )

    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 , or to a body with body_set_space.


    • space_get_direct_state ( RID space )

    Returns the state of a space, a . This object can be used to make collision/intersection queries.


    Returns the value of a space parameter.


    • space_is_active ( RID space ) const

    Returns whether the space is active.


    • void space_set_active ( space, bool active )

    Marks a space as active. It will not have an effect, unless it is assigned to an area or body.


    Sets the value for a space parameter. See for a list of available parameters.