.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the StaticBody2D.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.

.. _class_StaticBody2D:

StaticBody2D
============

**Inherits:** :ref:`PhysicsBody2D<class_physicsbody2d>` **<** :ref:`CollisionObject2D<class_collisionobject2d>` **<** :ref:`Node2D<class_node2d>` **<** :ref:`CanvasItem<class_canvasitem>` **<** :ref:`Node<class_node>` **<** :ref:`Object<class_object>`

**Category:** Core

Brief Description
-----------------

Static body for 2D Physics.

Member Functions
----------------

+--------------------------------+--------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`float<class_float>`      | :ref:`get_bounce<class_StaticBody2D_get_bounce>`  **(** **)** const                                                                  |
+--------------------------------+--------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`float<class_float>`      | :ref:`get_constant_angular_velocity<class_StaticBody2D_get_constant_angular_velocity>`  **(** **)** const                            |
+--------------------------------+--------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector2<class_vector2>`  | :ref:`get_constant_linear_velocity<class_StaticBody2D_get_constant_linear_velocity>`  **(** **)** const                              |
+--------------------------------+--------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`float<class_float>`      | :ref:`get_friction<class_StaticBody2D_get_friction>`  **(** **)** const                                                              |
+--------------------------------+--------------------------------------------------------------------------------------------------------------------------------------+
| void                           | :ref:`set_bounce<class_StaticBody2D_set_bounce>`  **(** :ref:`float<class_float>` bounce  **)**                                      |
+--------------------------------+--------------------------------------------------------------------------------------------------------------------------------------+
| void                           | :ref:`set_constant_angular_velocity<class_StaticBody2D_set_constant_angular_velocity>`  **(** :ref:`float<class_float>` vel  **)**   |
+--------------------------------+--------------------------------------------------------------------------------------------------------------------------------------+
| void                           | :ref:`set_constant_linear_velocity<class_StaticBody2D_set_constant_linear_velocity>`  **(** :ref:`Vector2<class_vector2>` vel  **)** |
+--------------------------------+--------------------------------------------------------------------------------------------------------------------------------------+
| void                           | :ref:`set_friction<class_StaticBody2D_set_friction>`  **(** :ref:`float<class_float>` friction  **)**                                |
+--------------------------------+--------------------------------------------------------------------------------------------------------------------------------------+

Member Variables
----------------

- :ref:`float<class_float>` **bounce** - The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness).
- :ref:`float<class_float>` **constant_angular_velocity** - Constant angular velocity for the body. This does not rotate the body, but affects colliding bodies, as if it were rotating.
- :ref:`Vector2<class_vector2>` **constant_linear_velocity** - Constant linear velocity for the body. This does not move the body, but affects colliding bodies, as if it were moving.
- :ref:`float<class_float>` **friction** - The body's friction. Values range from [code]0[/code] (no friction) to [code]1[/code] (full friction).

Description
-----------

Static body for 2D Physics. A StaticBody2D is a body that is not intended to move. It is ideal for implementing objects in the environment, such as walls or platforms.

Additionally, a constant linear or angular velocity can be set for the static body, which will affect colliding bodies as if it were moving (for example, a conveyor belt).

Member Function Description
---------------------------

.. _class_StaticBody2D_get_bounce:

- :ref:`float<class_float>`  **get_bounce**  **(** **)** const

Return the body bounciness.

.. _class_StaticBody2D_get_constant_angular_velocity:

- :ref:`float<class_float>`  **get_constant_angular_velocity**  **(** **)** const

Return the constant angular velocity for the body.

.. _class_StaticBody2D_get_constant_linear_velocity:

- :ref:`Vector2<class_vector2>`  **get_constant_linear_velocity**  **(** **)** const

Return the constant linear velocity for the body.

.. _class_StaticBody2D_get_friction:

- :ref:`float<class_float>`  **get_friction**  **(** **)** const

Return the body friction.

.. _class_StaticBody2D_set_bounce:

- void  **set_bounce**  **(** :ref:`float<class_float>` bounce  **)**

Set the body bounciness, from 0 (not bouncy) to 1 (bouncy).

.. _class_StaticBody2D_set_constant_angular_velocity:

- void  **set_constant_angular_velocity**  **(** :ref:`float<class_float>` vel  **)**

Set a constant angular velocity for the body. This does not rotate the body, but affects other bodies touching it, as if it was rotating.

.. _class_StaticBody2D_set_constant_linear_velocity:

- void  **set_constant_linear_velocity**  **(** :ref:`Vector2<class_vector2>` vel  **)**

Set a constant linear velocity for the body. This does not move the body, but affects other bodies touching it, as if it was moving.

.. _class_StaticBody2D_set_friction:

- void  **set_friction**  **(** :ref:`float<class_float>` friction  **)**

Set the body friction, from 0 (frictionless) to 1 (full friction).


