class_physics2ddirectbodystate.rst 21 KB

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  1. .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
  2. .. DO NOT EDIT THIS FILE, but the Physics2DDirectBodyState.xml source instead.
  3. .. The source is found in doc/classes or modules/<name>/doc_classes.
  4. .. _class_Physics2DDirectBodyState:
  5. Physics2DDirectBodyState
  6. ========================
  7. **Inherits:** :ref:`Object<class_Object>`
  8. **Inherited By:** :ref:`Physics2DDirectBodyStateSW<class_Physics2DDirectBodyStateSW>`
  9. **Category:** Core
  10. Brief Description
  11. -----------------
  12. Direct access object to a physics body in the :ref:`Physics2DServer<class_Physics2DServer>`.
  13. Properties
  14. ----------
  15. +---------------------------------------+---------------------------------------------------------------------------------------+
  16. | :ref:`float<class_float>` | :ref:`angular_velocity<class_Physics2DDirectBodyState_property_angular_velocity>` |
  17. +---------------------------------------+---------------------------------------------------------------------------------------+
  18. | :ref:`float<class_float>` | :ref:`inverse_inertia<class_Physics2DDirectBodyState_property_inverse_inertia>` |
  19. +---------------------------------------+---------------------------------------------------------------------------------------+
  20. | :ref:`float<class_float>` | :ref:`inverse_mass<class_Physics2DDirectBodyState_property_inverse_mass>` |
  21. +---------------------------------------+---------------------------------------------------------------------------------------+
  22. | :ref:`Vector2<class_Vector2>` | :ref:`linear_velocity<class_Physics2DDirectBodyState_property_linear_velocity>` |
  23. +---------------------------------------+---------------------------------------------------------------------------------------+
  24. | :ref:`bool<class_bool>` | :ref:`sleeping<class_Physics2DDirectBodyState_property_sleeping>` |
  25. +---------------------------------------+---------------------------------------------------------------------------------------+
  26. | :ref:`float<class_float>` | :ref:`step<class_Physics2DDirectBodyState_property_step>` |
  27. +---------------------------------------+---------------------------------------------------------------------------------------+
  28. | :ref:`float<class_float>` | :ref:`total_angular_damp<class_Physics2DDirectBodyState_property_total_angular_damp>` |
  29. +---------------------------------------+---------------------------------------------------------------------------------------+
  30. | :ref:`Vector2<class_Vector2>` | :ref:`total_gravity<class_Physics2DDirectBodyState_property_total_gravity>` |
  31. +---------------------------------------+---------------------------------------------------------------------------------------+
  32. | :ref:`float<class_float>` | :ref:`total_linear_damp<class_Physics2DDirectBodyState_property_total_linear_damp>` |
  33. +---------------------------------------+---------------------------------------------------------------------------------------+
  34. | :ref:`Transform2D<class_Transform2D>` | :ref:`transform<class_Physics2DDirectBodyState_property_transform>` |
  35. +---------------------------------------+---------------------------------------------------------------------------------------+
  36. Methods
  37. -------
  38. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  39. | void | :ref:`add_central_force<class_Physics2DDirectBodyState_method_add_central_force>` **(** :ref:`Vector2<class_Vector2>` force **)** |
  40. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  41. | void | :ref:`add_force<class_Physics2DDirectBodyState_method_add_force>` **(** :ref:`Vector2<class_Vector2>` offset, :ref:`Vector2<class_Vector2>` force **)** |
  42. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  43. | void | :ref:`add_torque<class_Physics2DDirectBodyState_method_add_torque>` **(** :ref:`float<class_float>` torque **)** |
  44. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  45. | void | :ref:`apply_central_impulse<class_Physics2DDirectBodyState_method_apply_central_impulse>` **(** :ref:`Vector2<class_Vector2>` impulse **)** |
  46. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  47. | void | :ref:`apply_impulse<class_Physics2DDirectBodyState_method_apply_impulse>` **(** :ref:`Vector2<class_Vector2>` offset, :ref:`Vector2<class_Vector2>` impulse **)** |
  48. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  49. | void | :ref:`apply_torque_impulse<class_Physics2DDirectBodyState_method_apply_torque_impulse>` **(** :ref:`float<class_float>` impulse **)** |
  50. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  51. | :ref:`RID<class_RID>` | :ref:`get_contact_collider<class_Physics2DDirectBodyState_method_get_contact_collider>` **(** :ref:`int<class_int>` contact_idx **)** const |
  52. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  53. | :ref:`int<class_int>` | :ref:`get_contact_collider_id<class_Physics2DDirectBodyState_method_get_contact_collider_id>` **(** :ref:`int<class_int>` contact_idx **)** const |
  54. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  55. | :ref:`Object<class_Object>` | :ref:`get_contact_collider_object<class_Physics2DDirectBodyState_method_get_contact_collider_object>` **(** :ref:`int<class_int>` contact_idx **)** const |
  56. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  57. | :ref:`Vector2<class_Vector2>` | :ref:`get_contact_collider_position<class_Physics2DDirectBodyState_method_get_contact_collider_position>` **(** :ref:`int<class_int>` contact_idx **)** const |
  58. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  59. | :ref:`int<class_int>` | :ref:`get_contact_collider_shape<class_Physics2DDirectBodyState_method_get_contact_collider_shape>` **(** :ref:`int<class_int>` contact_idx **)** const |
  60. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  61. | :ref:`Variant<class_Variant>` | :ref:`get_contact_collider_shape_metadata<class_Physics2DDirectBodyState_method_get_contact_collider_shape_metadata>` **(** :ref:`int<class_int>` contact_idx **)** const |
  62. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  63. | :ref:`Vector2<class_Vector2>` | :ref:`get_contact_collider_velocity_at_position<class_Physics2DDirectBodyState_method_get_contact_collider_velocity_at_position>` **(** :ref:`int<class_int>` contact_idx **)** const |
  64. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  65. | :ref:`int<class_int>` | :ref:`get_contact_count<class_Physics2DDirectBodyState_method_get_contact_count>` **(** **)** const |
  66. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  67. | :ref:`Vector2<class_Vector2>` | :ref:`get_contact_local_normal<class_Physics2DDirectBodyState_method_get_contact_local_normal>` **(** :ref:`int<class_int>` contact_idx **)** const |
  68. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  69. | :ref:`Vector2<class_Vector2>` | :ref:`get_contact_local_position<class_Physics2DDirectBodyState_method_get_contact_local_position>` **(** :ref:`int<class_int>` contact_idx **)** const |
  70. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  71. | :ref:`int<class_int>` | :ref:`get_contact_local_shape<class_Physics2DDirectBodyState_method_get_contact_local_shape>` **(** :ref:`int<class_int>` contact_idx **)** const |
  72. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  73. | :ref:`Physics2DDirectSpaceState<class_Physics2DDirectSpaceState>` | :ref:`get_space_state<class_Physics2DDirectBodyState_method_get_space_state>` **(** **)** |
  74. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  75. | void | :ref:`integrate_forces<class_Physics2DDirectBodyState_method_integrate_forces>` **(** **)** |
  76. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  77. Description
  78. -----------
  79. Provides direct access to a physics body in the :ref:`Physics2DServer<class_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 :ref:`RigidBody2D._integrate_forces<class_RigidBody2D_method__integrate_forces>`.
  80. Tutorials
  81. ---------
  82. - :doc:`../tutorials/physics/ray-casting`
  83. Property Descriptions
  84. ---------------------
  85. .. _class_Physics2DDirectBodyState_property_angular_velocity:
  86. - :ref:`float<class_float>` **angular_velocity**
  87. +----------+-----------------------------+
  88. | *Setter* | set_angular_velocity(value) |
  89. +----------+-----------------------------+
  90. | *Getter* | get_angular_velocity() |
  91. +----------+-----------------------------+
  92. The body's rotational velocity.
  93. .. _class_Physics2DDirectBodyState_property_inverse_inertia:
  94. - :ref:`float<class_float>` **inverse_inertia**
  95. +----------+-----------------------+
  96. | *Getter* | get_inverse_inertia() |
  97. +----------+-----------------------+
  98. The inverse of the inertia of the body.
  99. .. _class_Physics2DDirectBodyState_property_inverse_mass:
  100. - :ref:`float<class_float>` **inverse_mass**
  101. +----------+--------------------+
  102. | *Getter* | get_inverse_mass() |
  103. +----------+--------------------+
  104. The inverse of the mass of the body.
  105. .. _class_Physics2DDirectBodyState_property_linear_velocity:
  106. - :ref:`Vector2<class_Vector2>` **linear_velocity**
  107. +----------+----------------------------+
  108. | *Setter* | set_linear_velocity(value) |
  109. +----------+----------------------------+
  110. | *Getter* | get_linear_velocity() |
  111. +----------+----------------------------+
  112. The body's linear velocity.
  113. .. _class_Physics2DDirectBodyState_property_sleeping:
  114. - :ref:`bool<class_bool>` **sleeping**
  115. +----------+------------------------+
  116. | *Setter* | set_sleep_state(value) |
  117. +----------+------------------------+
  118. | *Getter* | is_sleeping() |
  119. +----------+------------------------+
  120. If ``true``, this body is currently sleeping (not active).
  121. .. _class_Physics2DDirectBodyState_property_step:
  122. - :ref:`float<class_float>` **step**
  123. +----------+------------+
  124. | *Getter* | get_step() |
  125. +----------+------------+
  126. The timestep (delta) used for the simulation.
  127. .. _class_Physics2DDirectBodyState_property_total_angular_damp:
  128. - :ref:`float<class_float>` **total_angular_damp**
  129. +----------+--------------------------+
  130. | *Getter* | get_total_angular_damp() |
  131. +----------+--------------------------+
  132. The rate at which the body stops rotating, if there are not any other forces moving it.
  133. .. _class_Physics2DDirectBodyState_property_total_gravity:
  134. - :ref:`Vector2<class_Vector2>` **total_gravity**
  135. +----------+---------------------+
  136. | *Getter* | get_total_gravity() |
  137. +----------+---------------------+
  138. The total gravity vector being currently applied to this body.
  139. .. _class_Physics2DDirectBodyState_property_total_linear_damp:
  140. - :ref:`float<class_float>` **total_linear_damp**
  141. +----------+-------------------------+
  142. | *Getter* | get_total_linear_damp() |
  143. +----------+-------------------------+
  144. The rate at which the body stops moving, if there are not any other forces moving it.
  145. .. _class_Physics2DDirectBodyState_property_transform:
  146. - :ref:`Transform2D<class_Transform2D>` **transform**
  147. +----------+----------------------+
  148. | *Setter* | set_transform(value) |
  149. +----------+----------------------+
  150. | *Getter* | get_transform() |
  151. +----------+----------------------+
  152. The body's transformation matrix.
  153. Method Descriptions
  154. -------------------
  155. .. _class_Physics2DDirectBodyState_method_add_central_force:
  156. - void **add_central_force** **(** :ref:`Vector2<class_Vector2>` force **)**
  157. Adds a constant directional force without affecting rotation.
  158. .. _class_Physics2DDirectBodyState_method_add_force:
  159. - void **add_force** **(** :ref:`Vector2<class_Vector2>` offset, :ref:`Vector2<class_Vector2>` force **)**
  160. Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
  161. .. _class_Physics2DDirectBodyState_method_add_torque:
  162. - void **add_torque** **(** :ref:`float<class_float>` torque **)**
  163. Adds a constant rotational force.
  164. .. _class_Physics2DDirectBodyState_method_apply_central_impulse:
  165. - void **apply_central_impulse** **(** :ref:`Vector2<class_Vector2>` impulse **)**
  166. Applies a directional impulse without affecting rotation.
  167. .. _class_Physics2DDirectBodyState_method_apply_impulse:
  168. - void **apply_impulse** **(** :ref:`Vector2<class_Vector2>` offset, :ref:`Vector2<class_Vector2>` impulse **)**
  169. 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.
  170. .. _class_Physics2DDirectBodyState_method_apply_torque_impulse:
  171. - void **apply_torque_impulse** **(** :ref:`float<class_float>` impulse **)**
  172. Applies a rotational impulse to the body.
  173. .. _class_Physics2DDirectBodyState_method_get_contact_collider:
  174. - :ref:`RID<class_RID>` **get_contact_collider** **(** :ref:`int<class_int>` contact_idx **)** const
  175. Returns the collider's :ref:`RID<class_RID>`.
  176. .. _class_Physics2DDirectBodyState_method_get_contact_collider_id:
  177. - :ref:`int<class_int>` **get_contact_collider_id** **(** :ref:`int<class_int>` contact_idx **)** const
  178. Returns the collider's object id.
  179. .. _class_Physics2DDirectBodyState_method_get_contact_collider_object:
  180. - :ref:`Object<class_Object>` **get_contact_collider_object** **(** :ref:`int<class_int>` contact_idx **)** const
  181. Returns the collider object. This depends on how it was created (will return a scene node if such was used to create it).
  182. .. _class_Physics2DDirectBodyState_method_get_contact_collider_position:
  183. - :ref:`Vector2<class_Vector2>` **get_contact_collider_position** **(** :ref:`int<class_int>` contact_idx **)** const
  184. Returns the contact position in the collider.
  185. .. _class_Physics2DDirectBodyState_method_get_contact_collider_shape:
  186. - :ref:`int<class_int>` **get_contact_collider_shape** **(** :ref:`int<class_int>` contact_idx **)** const
  187. Returns the collider's shape index.
  188. .. _class_Physics2DDirectBodyState_method_get_contact_collider_shape_metadata:
  189. - :ref:`Variant<class_Variant>` **get_contact_collider_shape_metadata** **(** :ref:`int<class_int>` contact_idx **)** const
  190. Returns the collided shape's metadata. This metadata is different from :ref:`Object.get_meta<class_Object_method_get_meta>`, and is set with :ref:`Physics2DServer.shape_set_data<class_Physics2DServer_method_shape_set_data>`.
  191. .. _class_Physics2DDirectBodyState_method_get_contact_collider_velocity_at_position:
  192. - :ref:`Vector2<class_Vector2>` **get_contact_collider_velocity_at_position** **(** :ref:`int<class_int>` contact_idx **)** const
  193. Returns the linear velocity vector at the collider's contact point.
  194. .. _class_Physics2DDirectBodyState_method_get_contact_count:
  195. - :ref:`int<class_int>` **get_contact_count** **(** **)** const
  196. 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 :ref:`RigidBody2D.contact_monitor<class_RigidBody2D_property_contact_monitor>`.
  197. .. _class_Physics2DDirectBodyState_method_get_contact_local_normal:
  198. - :ref:`Vector2<class_Vector2>` **get_contact_local_normal** **(** :ref:`int<class_int>` contact_idx **)** const
  199. Returns the local normal at the contact point.
  200. .. _class_Physics2DDirectBodyState_method_get_contact_local_position:
  201. - :ref:`Vector2<class_Vector2>` **get_contact_local_position** **(** :ref:`int<class_int>` contact_idx **)** const
  202. Returns the local position of the contact point.
  203. .. _class_Physics2DDirectBodyState_method_get_contact_local_shape:
  204. - :ref:`int<class_int>` **get_contact_local_shape** **(** :ref:`int<class_int>` contact_idx **)** const
  205. Returns the local shape index of the collision.
  206. .. _class_Physics2DDirectBodyState_method_get_space_state:
  207. - :ref:`Physics2DDirectSpaceState<class_Physics2DDirectSpaceState>` **get_space_state** **(** **)**
  208. Returns the current state of the space, useful for queries.
  209. .. _class_Physics2DDirectBodyState_method_integrate_forces:
  210. - void **integrate_forces** **(** **)**
  211. Calls the built-in force integration code.