.. Generated automatically by doc/tools/makerst.py in Godot's source tree. .. DO NOT EDIT THIS FILE, but the Physics2DDirectBodyState.xml source instead. .. The source is found in doc/classes or modules//doc_classes. .. _class_Physics2DDirectBodyState: Physics2DDirectBodyState ======================== **Inherits:** :ref:`Object` **Inherited By:** :ref:`Physics2DDirectBodyStateSW` **Category:** Core Brief Description ----------------- Direct access object to a physics body in the :ref:`Physics2DServer`. Properties ---------- +---------------------------------------+---------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`angular_velocity` | +---------------------------------------+---------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`inverse_inertia` | +---------------------------------------+---------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`inverse_mass` | +---------------------------------------+---------------------------------------------------------------------------------------+ | :ref:`Vector2` | :ref:`linear_velocity` | +---------------------------------------+---------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`sleeping` | +---------------------------------------+---------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`step` | +---------------------------------------+---------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`total_angular_damp` | +---------------------------------------+---------------------------------------------------------------------------------------+ | :ref:`Vector2` | :ref:`total_gravity` | +---------------------------------------+---------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`total_linear_damp` | +---------------------------------------+---------------------------------------------------------------------------------------+ | :ref:`Transform2D` | :ref:`transform` | +---------------------------------------+---------------------------------------------------------------------------------------+ Methods ------- +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`add_central_force` **(** :ref:`Vector2` force **)** | +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`add_force` **(** :ref:`Vector2` offset, :ref:`Vector2` force **)** | +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`add_torque` **(** :ref:`float` torque **)** | +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`apply_central_impulse` **(** :ref:`Vector2` impulse **)** | +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`apply_impulse` **(** :ref:`Vector2` offset, :ref:`Vector2` impulse **)** | +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`apply_torque_impulse` **(** :ref:`float` impulse **)** | +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`RID` | :ref:`get_contact_collider` **(** :ref:`int` contact_idx **)** const | +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`get_contact_collider_id` **(** :ref:`int` contact_idx **)** const | +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Object` | :ref:`get_contact_collider_object` **(** :ref:`int` contact_idx **)** const | +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Vector2` | :ref:`get_contact_collider_position` **(** :ref:`int` contact_idx **)** const | +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`get_contact_collider_shape` **(** :ref:`int` contact_idx **)** const | +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Variant` | :ref:`get_contact_collider_shape_metadata` **(** :ref:`int` contact_idx **)** const | +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Vector2` | :ref:`get_contact_collider_velocity_at_position` **(** :ref:`int` contact_idx **)** const | +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`get_contact_count` **(** **)** const | +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Vector2` | :ref:`get_contact_local_normal` **(** :ref:`int` contact_idx **)** const | +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Vector2` | :ref:`get_contact_local_position` **(** :ref:`int` contact_idx **)** const | +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`get_contact_local_shape` **(** :ref:`int` contact_idx **)** const | +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Physics2DDirectSpaceState` | :ref:`get_space_state` **(** **)** | +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`integrate_forces` **(** **)** | +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ Description ----------- Direct access object to a physics body in the :ref:`Physics2DServer`. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. Property Descriptions --------------------- .. _class_Physics2DDirectBodyState_property_angular_velocity: - :ref:`float` **angular_velocity** +----------+-----------------------------+ | *Setter* | set_angular_velocity(value) | +----------+-----------------------------+ | *Getter* | get_angular_velocity() | +----------+-----------------------------+ The angular velocity of the body. .. _class_Physics2DDirectBodyState_property_inverse_inertia: - :ref:`float` **inverse_inertia** +----------+-----------------------+ | *Getter* | get_inverse_inertia() | +----------+-----------------------+ The inverse of the inertia of the body. .. _class_Physics2DDirectBodyState_property_inverse_mass: - :ref:`float` **inverse_mass** +----------+--------------------+ | *Getter* | get_inverse_mass() | +----------+--------------------+ The inverse of the mass of the body. .. _class_Physics2DDirectBodyState_property_linear_velocity: - :ref:`Vector2` **linear_velocity** +----------+----------------------------+ | *Setter* | set_linear_velocity(value) | +----------+----------------------------+ | *Getter* | get_linear_velocity() | +----------+----------------------------+ The linear velocity of the body. .. _class_Physics2DDirectBodyState_property_sleeping: - :ref:`bool` **sleeping** +----------+------------------------+ | *Setter* | set_sleep_state(value) | +----------+------------------------+ | *Getter* | is_sleeping() | +----------+------------------------+ ``true`` if this body is currently sleeping (not active). .. _class_Physics2DDirectBodyState_property_step: - :ref:`float` **step** +----------+------------+ | *Getter* | get_step() | +----------+------------+ The timestep (delta) used for the simulation. .. _class_Physics2DDirectBodyState_property_total_angular_damp: - :ref:`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. .. _class_Physics2DDirectBodyState_property_total_gravity: - :ref:`Vector2` **total_gravity** +----------+---------------------+ | *Getter* | get_total_gravity() | +----------+---------------------+ The total gravity vector being currently applied to this body. .. _class_Physics2DDirectBodyState_property_total_linear_damp: - :ref:`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. .. _class_Physics2DDirectBodyState_property_transform: - :ref:`Transform2D` **transform** +----------+----------------------+ | *Setter* | set_transform(value) | +----------+----------------------+ | *Getter* | get_transform() | +----------+----------------------+ The transformation matrix of the body. Method Descriptions ------------------- .. _class_Physics2DDirectBodyState_method_add_central_force: - void **add_central_force** **(** :ref:`Vector2` force **)** .. _class_Physics2DDirectBodyState_method_add_force: - void **add_force** **(** :ref:`Vector2` offset, :ref:`Vector2` force **)** .. _class_Physics2DDirectBodyState_method_add_torque: - void **add_torque** **(** :ref:`float` torque **)** .. _class_Physics2DDirectBodyState_method_apply_central_impulse: - void **apply_central_impulse** **(** :ref:`Vector2` impulse **)** .. _class_Physics2DDirectBodyState_method_apply_impulse: - void **apply_impulse** **(** :ref:`Vector2` offset, :ref:`Vector2` impulse **)** .. _class_Physics2DDirectBodyState_method_apply_torque_impulse: - void **apply_torque_impulse** **(** :ref:`float` impulse **)** .. _class_Physics2DDirectBodyState_method_get_contact_collider: - :ref:`RID` **get_contact_collider** **(** :ref:`int` contact_idx **)** const Return the :ref:`RID` of the collider. .. _class_Physics2DDirectBodyState_method_get_contact_collider_id: - :ref:`int` **get_contact_collider_id** **(** :ref:`int` contact_idx **)** const Return the object id of the collider. .. _class_Physics2DDirectBodyState_method_get_contact_collider_object: - :ref:`Object` **get_contact_collider_object** **(** :ref:`int` contact_idx **)** const Return the collider object, this depends on how it was created (will return a scene node if such was used to create it). .. _class_Physics2DDirectBodyState_method_get_contact_collider_position: - :ref:`Vector2` **get_contact_collider_position** **(** :ref:`int` contact_idx **)** const Return the contact position in the collider. .. _class_Physics2DDirectBodyState_method_get_contact_collider_shape: - :ref:`int` **get_contact_collider_shape** **(** :ref:`int` contact_idx **)** const Return the collider shape index. .. _class_Physics2DDirectBodyState_method_get_contact_collider_shape_metadata: - :ref:`Variant` **get_contact_collider_shape_metadata** **(** :ref:`int` contact_idx **)** const Return the metadata of the collided shape. This metadata is different from :ref:`Object.get_meta`, and is set with :ref:`Physics2DServer.shape_set_data`. .. _class_Physics2DDirectBodyState_method_get_contact_collider_velocity_at_position: - :ref:`Vector2` **get_contact_collider_velocity_at_position** **(** :ref:`int` contact_idx **)** const Return the linear velocity vector at contact point of the collider. .. _class_Physics2DDirectBodyState_method_get_contact_count: - :ref:`int` **get_contact_count** **(** **)** const Return the amount of contacts this body has with other bodies. Note that by default this returns 0 unless bodies are configured to log contacts. .. _class_Physics2DDirectBodyState_method_get_contact_local_normal: - :ref:`Vector2` **get_contact_local_normal** **(** :ref:`int` contact_idx **)** const Return the local normal (of this body) of the contact point. .. _class_Physics2DDirectBodyState_method_get_contact_local_position: - :ref:`Vector2` **get_contact_local_position** **(** :ref:`int` contact_idx **)** const Return the local position (of this body) of the contact point. .. _class_Physics2DDirectBodyState_method_get_contact_local_shape: - :ref:`int` **get_contact_local_shape** **(** :ref:`int` contact_idx **)** const Return the local shape index of the collision. .. _class_Physics2DDirectBodyState_method_get_space_state: - :ref:`Physics2DDirectSpaceState` **get_space_state** **(** **)** Return the current state of space, useful for queries. .. _class_Physics2DDirectBodyState_method_integrate_forces: - void **integrate_forces** **(** **)** Call the built-in force integration code.