Physics2DDirectBodyState
Direct access object to a physics body in the .
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 .
Tutorials
Methods
void | ( Vector2 force ) |
void | ( Vector2 offset, force ) |
void | add_torque ( torque ) |
void | apply_central_impulse ( impulse ) |
void | apply_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 | ( ) |
- float angular_velocity
Setter | set_angular_velocity(value) |
Getter | get_angular_velocity() |
The body’s rotational velocity.
- inverse_inertia
Getter | get_inverse_inertia() |
The inverse of the inertia of the body.
- float inverse_mass
The inverse of the mass of the body.
- linear_velocity
Setter | set_linear_velocity(value) |
Getter | get_linear_velocity() |
The body’s linear velocity.
Setter | set_sleep_state(value) |
Getter | is_sleeping() |
If , this body is currently sleeping (not active).
- float step
Getter | get_step() |
The timestep (delta) used for the simulation.
- 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.
- total_linear_damp
Getter | get_total_linear_damp() |
- Transform2D transform
Setter | set_transform(value) |
Getter | get_transform() |
The body’s transformation matrix.
Method Descriptions
- void add_central_force ( force )
Adds a constant directional force without affecting rotation.
- void add_force ( Vector2 offset, 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 ( impulse )
Applies a directional impulse without affecting rotation.
- void apply_impulse ( Vector2 offset, 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.
Returns the collider’s .
- int get_contact_collider_id ( contact_idx ) const
Returns the collider’s object id.
- 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
- 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: By default, this returns 0 unless bodies are configured to monitor 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.
- Physics2DDirectSpaceState get_space_state ( )
Returns the current state of the space, useful for queries.
Calls the built-in force integration code.