Physics2DDirectBodyState

    Inherited By:

    Category: Core

    Direct access object to a physics body in the Physics2DServer.

    Properties

    void ( Vector2 force )
    void ( Vector2 offset, force )
    voidadd_torque ( torque )
    voidapply_central_impulse ( impulse )
    voidapply_impulse ( offset, Vector2 impulse )
    void ( float impulse )
    get_contact_collider ( contact_idx ) const
    int ( int contact_idx ) const
    get_contact_collider_object ( contact_idx ) const
    Vector2 ( int contact_idx ) const
    get_contact_collider_shape ( contact_idx ) const
    Variant ( int contact_idx ) const
    get_contact_collider_velocity_at_position ( contact_idx ) const
    int ( ) const
    Vector2 ( int contact_idx ) const
    get_contact_local_position ( contact_idx ) const
    int ( int contact_idx ) const
    get_space_state ( )
    void ( )

    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 .

    Property Descriptions

    • angular_velocity
    Setterset_angular_velocity(value)
    Getterget_angular_velocity()

    The body’s rotational velocity.


    Getterget_inverse_inertia()

    The inverse of the inertia of the body.


    • inverse_mass

    The inverse of the mass of the body.


    Setterset_linear_velocity(value)
    Getterget_linear_velocity()

    The body’s linear velocity.


    Setterset_sleep_state(value)
    Getteris_sleeping()

    If , this body is currently sleeping (not active).


    • step
    Getterget_step()

    The timestep (delta) used for the simulation.


    • float total_angular_damp

    • total_gravity
    Getterget_total_gravity()

    The total gravity vector being currently applied to this body.


    Getterget_total_linear_damp()

    The rate at which the body stops moving, if there are not any other forces moving it.


    • transform
    Setterset_transform(value)
    Getterget_transform()

    The body’s transformation matrix.

    • void add_central_force ( Vector2 force )

    Adds a constant directional force without affecting rotation.


    • void add_force ( 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 ( torque )

    Adds a constant rotational force.


    • void apply_central_impulse ( Vector2 impulse )

    Applies a directional impulse without affecting rotation.


    • void apply_impulse ( 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.


    Applies a rotational impulse to the body.


    • get_contact_collider ( int contact_idx ) const

    Returns the collider’s .


    • int get_contact_collider_id ( contact_idx ) const

    • Object get_contact_collider_object ( 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 ( contact_idx ) const

    Returns the contact position in the collider.


    • int get_contact_collider_shape ( contact_idx ) const

    Returns the collider’s shape index.


    • Variant get_contact_collider_shape_metadata ( contact_idx ) const

    Returns the collided shape’s metadata. This metadata is different from Object.get_meta, and is set with .


    • Vector2 get_contact_collider_velocity_at_position ( 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 that by default this returns 0 unless bodies are configured to log contacts. See .


    • Vector2 get_contact_local_normal ( contact_idx ) const

    Returns the local normal at the contact point.


    • Vector2 get_contact_local_position ( contact_idx ) const

    Returns the local position of the contact point.


    • int get_contact_local_shape ( contact_idx ) const

    Returns the local shape index of the collision.


    Returns the current state of the space, useful for queries.


    • void integrate_forces ( )