class_physics2ddirectbodystate.rst 21 KB

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  1. :github_url: hide
  2. .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
  3. .. DO NOT EDIT THIS FILE, but the Physics2DDirectBodyState.xml source instead.
  4. .. The source is found in doc/classes or modules/<name>/doc_classes.
  5. .. _class_Physics2DDirectBodyState:
  6. Physics2DDirectBodyState
  7. ========================
  8. **Inherits:** :ref:`Object<class_Object>`
  9. **Inherited By:** :ref:`Physics2DDirectBodyStateSW<class_Physics2DDirectBodyStateSW>`
  10. **Category:** Core
  11. Brief Description
  12. -----------------
  13. Direct access object to a physics body in the :ref:`Physics2DServer<class_Physics2DServer>`.
  14. Properties
  15. ----------
  16. +---------------------------------------+---------------------------------------------------------------------------------------+
  17. | :ref:`float<class_float>` | :ref:`angular_velocity<class_Physics2DDirectBodyState_property_angular_velocity>` |
  18. +---------------------------------------+---------------------------------------------------------------------------------------+
  19. | :ref:`float<class_float>` | :ref:`inverse_inertia<class_Physics2DDirectBodyState_property_inverse_inertia>` |
  20. +---------------------------------------+---------------------------------------------------------------------------------------+
  21. | :ref:`float<class_float>` | :ref:`inverse_mass<class_Physics2DDirectBodyState_property_inverse_mass>` |
  22. +---------------------------------------+---------------------------------------------------------------------------------------+
  23. | :ref:`Vector2<class_Vector2>` | :ref:`linear_velocity<class_Physics2DDirectBodyState_property_linear_velocity>` |
  24. +---------------------------------------+---------------------------------------------------------------------------------------+
  25. | :ref:`bool<class_bool>` | :ref:`sleeping<class_Physics2DDirectBodyState_property_sleeping>` |
  26. +---------------------------------------+---------------------------------------------------------------------------------------+
  27. | :ref:`float<class_float>` | :ref:`step<class_Physics2DDirectBodyState_property_step>` |
  28. +---------------------------------------+---------------------------------------------------------------------------------------+
  29. | :ref:`float<class_float>` | :ref:`total_angular_damp<class_Physics2DDirectBodyState_property_total_angular_damp>` |
  30. +---------------------------------------+---------------------------------------------------------------------------------------+
  31. | :ref:`Vector2<class_Vector2>` | :ref:`total_gravity<class_Physics2DDirectBodyState_property_total_gravity>` |
  32. +---------------------------------------+---------------------------------------------------------------------------------------+
  33. | :ref:`float<class_float>` | :ref:`total_linear_damp<class_Physics2DDirectBodyState_property_total_linear_damp>` |
  34. +---------------------------------------+---------------------------------------------------------------------------------------+
  35. | :ref:`Transform2D<class_Transform2D>` | :ref:`transform<class_Physics2DDirectBodyState_property_transform>` |
  36. +---------------------------------------+---------------------------------------------------------------------------------------+
  37. Methods
  38. -------
  39. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  40. | void | :ref:`add_central_force<class_Physics2DDirectBodyState_method_add_central_force>` **(** :ref:`Vector2<class_Vector2>` force **)** |
  41. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  42. | void | :ref:`add_force<class_Physics2DDirectBodyState_method_add_force>` **(** :ref:`Vector2<class_Vector2>` offset, :ref:`Vector2<class_Vector2>` force **)** |
  43. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  44. | void | :ref:`add_torque<class_Physics2DDirectBodyState_method_add_torque>` **(** :ref:`float<class_float>` torque **)** |
  45. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  46. | void | :ref:`apply_central_impulse<class_Physics2DDirectBodyState_method_apply_central_impulse>` **(** :ref:`Vector2<class_Vector2>` impulse **)** |
  47. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  48. | void | :ref:`apply_impulse<class_Physics2DDirectBodyState_method_apply_impulse>` **(** :ref:`Vector2<class_Vector2>` offset, :ref:`Vector2<class_Vector2>` impulse **)** |
  49. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  50. | void | :ref:`apply_torque_impulse<class_Physics2DDirectBodyState_method_apply_torque_impulse>` **(** :ref:`float<class_float>` impulse **)** |
  51. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  52. | :ref:`RID<class_RID>` | :ref:`get_contact_collider<class_Physics2DDirectBodyState_method_get_contact_collider>` **(** :ref:`int<class_int>` contact_idx **)** const |
  53. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  54. | :ref:`int<class_int>` | :ref:`get_contact_collider_id<class_Physics2DDirectBodyState_method_get_contact_collider_id>` **(** :ref:`int<class_int>` contact_idx **)** const |
  55. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  56. | :ref:`Object<class_Object>` | :ref:`get_contact_collider_object<class_Physics2DDirectBodyState_method_get_contact_collider_object>` **(** :ref:`int<class_int>` contact_idx **)** const |
  57. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  58. | :ref:`Vector2<class_Vector2>` | :ref:`get_contact_collider_position<class_Physics2DDirectBodyState_method_get_contact_collider_position>` **(** :ref:`int<class_int>` contact_idx **)** const |
  59. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  60. | :ref:`int<class_int>` | :ref:`get_contact_collider_shape<class_Physics2DDirectBodyState_method_get_contact_collider_shape>` **(** :ref:`int<class_int>` contact_idx **)** const |
  61. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  62. | :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 |
  63. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  64. | :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 |
  65. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  66. | :ref:`int<class_int>` | :ref:`get_contact_count<class_Physics2DDirectBodyState_method_get_contact_count>` **(** **)** const |
  67. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  68. | :ref:`Vector2<class_Vector2>` | :ref:`get_contact_local_normal<class_Physics2DDirectBodyState_method_get_contact_local_normal>` **(** :ref:`int<class_int>` contact_idx **)** const |
  69. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  70. | :ref:`Vector2<class_Vector2>` | :ref:`get_contact_local_position<class_Physics2DDirectBodyState_method_get_contact_local_position>` **(** :ref:`int<class_int>` contact_idx **)** const |
  71. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  72. | :ref:`int<class_int>` | :ref:`get_contact_local_shape<class_Physics2DDirectBodyState_method_get_contact_local_shape>` **(** :ref:`int<class_int>` contact_idx **)** const |
  73. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  74. | :ref:`Physics2DDirectSpaceState<class_Physics2DDirectSpaceState>` | :ref:`get_space_state<class_Physics2DDirectBodyState_method_get_space_state>` **(** **)** |
  75. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  76. | void | :ref:`integrate_forces<class_Physics2DDirectBodyState_method_integrate_forces>` **(** **)** |
  77. +-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  78. Description
  79. -----------
  80. 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>`.
  81. Tutorials
  82. ---------
  83. - :doc:`../tutorials/physics/ray-casting`
  84. Property Descriptions
  85. ---------------------
  86. .. _class_Physics2DDirectBodyState_property_angular_velocity:
  87. - :ref:`float<class_float>` **angular_velocity**
  88. +----------+-----------------------------+
  89. | *Setter* | set_angular_velocity(value) |
  90. +----------+-----------------------------+
  91. | *Getter* | get_angular_velocity() |
  92. +----------+-----------------------------+
  93. The body's rotational velocity.
  94. ----
  95. .. _class_Physics2DDirectBodyState_property_inverse_inertia:
  96. - :ref:`float<class_float>` **inverse_inertia**
  97. +----------+-----------------------+
  98. | *Getter* | get_inverse_inertia() |
  99. +----------+-----------------------+
  100. The inverse of the inertia of the body.
  101. ----
  102. .. _class_Physics2DDirectBodyState_property_inverse_mass:
  103. - :ref:`float<class_float>` **inverse_mass**
  104. +----------+--------------------+
  105. | *Getter* | get_inverse_mass() |
  106. +----------+--------------------+
  107. The inverse of the mass of the body.
  108. ----
  109. .. _class_Physics2DDirectBodyState_property_linear_velocity:
  110. - :ref:`Vector2<class_Vector2>` **linear_velocity**
  111. +----------+----------------------------+
  112. | *Setter* | set_linear_velocity(value) |
  113. +----------+----------------------------+
  114. | *Getter* | get_linear_velocity() |
  115. +----------+----------------------------+
  116. The body's linear velocity.
  117. ----
  118. .. _class_Physics2DDirectBodyState_property_sleeping:
  119. - :ref:`bool<class_bool>` **sleeping**
  120. +----------+------------------------+
  121. | *Setter* | set_sleep_state(value) |
  122. +----------+------------------------+
  123. | *Getter* | is_sleeping() |
  124. +----------+------------------------+
  125. If ``true``, this body is currently sleeping (not active).
  126. ----
  127. .. _class_Physics2DDirectBodyState_property_step:
  128. - :ref:`float<class_float>` **step**
  129. +----------+------------+
  130. | *Getter* | get_step() |
  131. +----------+------------+
  132. The timestep (delta) used for the simulation.
  133. ----
  134. .. _class_Physics2DDirectBodyState_property_total_angular_damp:
  135. - :ref:`float<class_float>` **total_angular_damp**
  136. +----------+--------------------------+
  137. | *Getter* | get_total_angular_damp() |
  138. +----------+--------------------------+
  139. The rate at which the body stops rotating, if there are not any other forces moving it.
  140. ----
  141. .. _class_Physics2DDirectBodyState_property_total_gravity:
  142. - :ref:`Vector2<class_Vector2>` **total_gravity**
  143. +----------+---------------------+
  144. | *Getter* | get_total_gravity() |
  145. +----------+---------------------+
  146. The total gravity vector being currently applied to this body.
  147. ----
  148. .. _class_Physics2DDirectBodyState_property_total_linear_damp:
  149. - :ref:`float<class_float>` **total_linear_damp**
  150. +----------+-------------------------+
  151. | *Getter* | get_total_linear_damp() |
  152. +----------+-------------------------+
  153. The rate at which the body stops moving, if there are not any other forces moving it.
  154. ----
  155. .. _class_Physics2DDirectBodyState_property_transform:
  156. - :ref:`Transform2D<class_Transform2D>` **transform**
  157. +----------+----------------------+
  158. | *Setter* | set_transform(value) |
  159. +----------+----------------------+
  160. | *Getter* | get_transform() |
  161. +----------+----------------------+
  162. The body's transformation matrix.
  163. Method Descriptions
  164. -------------------
  165. .. _class_Physics2DDirectBodyState_method_add_central_force:
  166. - void **add_central_force** **(** :ref:`Vector2<class_Vector2>` force **)**
  167. Adds a constant directional force without affecting rotation.
  168. ----
  169. .. _class_Physics2DDirectBodyState_method_add_force:
  170. - void **add_force** **(** :ref:`Vector2<class_Vector2>` offset, :ref:`Vector2<class_Vector2>` force **)**
  171. Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
  172. ----
  173. .. _class_Physics2DDirectBodyState_method_add_torque:
  174. - void **add_torque** **(** :ref:`float<class_float>` torque **)**
  175. Adds a constant rotational force.
  176. ----
  177. .. _class_Physics2DDirectBodyState_method_apply_central_impulse:
  178. - void **apply_central_impulse** **(** :ref:`Vector2<class_Vector2>` impulse **)**
  179. Applies a directional impulse without affecting rotation.
  180. ----
  181. .. _class_Physics2DDirectBodyState_method_apply_impulse:
  182. - void **apply_impulse** **(** :ref:`Vector2<class_Vector2>` offset, :ref:`Vector2<class_Vector2>` impulse **)**
  183. 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.
  184. ----
  185. .. _class_Physics2DDirectBodyState_method_apply_torque_impulse:
  186. - void **apply_torque_impulse** **(** :ref:`float<class_float>` impulse **)**
  187. Applies a rotational impulse to the body.
  188. ----
  189. .. _class_Physics2DDirectBodyState_method_get_contact_collider:
  190. - :ref:`RID<class_RID>` **get_contact_collider** **(** :ref:`int<class_int>` contact_idx **)** const
  191. Returns the collider's :ref:`RID<class_RID>`.
  192. ----
  193. .. _class_Physics2DDirectBodyState_method_get_contact_collider_id:
  194. - :ref:`int<class_int>` **get_contact_collider_id** **(** :ref:`int<class_int>` contact_idx **)** const
  195. Returns the collider's object id.
  196. ----
  197. .. _class_Physics2DDirectBodyState_method_get_contact_collider_object:
  198. - :ref:`Object<class_Object>` **get_contact_collider_object** **(** :ref:`int<class_int>` contact_idx **)** const
  199. Returns the collider object. This depends on how it was created (will return a scene node if such was used to create it).
  200. ----
  201. .. _class_Physics2DDirectBodyState_method_get_contact_collider_position:
  202. - :ref:`Vector2<class_Vector2>` **get_contact_collider_position** **(** :ref:`int<class_int>` contact_idx **)** const
  203. Returns the contact position in the collider.
  204. ----
  205. .. _class_Physics2DDirectBodyState_method_get_contact_collider_shape:
  206. - :ref:`int<class_int>` **get_contact_collider_shape** **(** :ref:`int<class_int>` contact_idx **)** const
  207. Returns the collider's shape index.
  208. ----
  209. .. _class_Physics2DDirectBodyState_method_get_contact_collider_shape_metadata:
  210. - :ref:`Variant<class_Variant>` **get_contact_collider_shape_metadata** **(** :ref:`int<class_int>` contact_idx **)** const
  211. 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>`.
  212. ----
  213. .. _class_Physics2DDirectBodyState_method_get_contact_collider_velocity_at_position:
  214. - :ref:`Vector2<class_Vector2>` **get_contact_collider_velocity_at_position** **(** :ref:`int<class_int>` contact_idx **)** const
  215. Returns the linear velocity vector at the collider's contact point.
  216. ----
  217. .. _class_Physics2DDirectBodyState_method_get_contact_count:
  218. - :ref:`int<class_int>` **get_contact_count** **(** **)** const
  219. 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>`.
  220. ----
  221. .. _class_Physics2DDirectBodyState_method_get_contact_local_normal:
  222. - :ref:`Vector2<class_Vector2>` **get_contact_local_normal** **(** :ref:`int<class_int>` contact_idx **)** const
  223. Returns the local normal at the contact point.
  224. ----
  225. .. _class_Physics2DDirectBodyState_method_get_contact_local_position:
  226. - :ref:`Vector2<class_Vector2>` **get_contact_local_position** **(** :ref:`int<class_int>` contact_idx **)** const
  227. Returns the local position of the contact point.
  228. ----
  229. .. _class_Physics2DDirectBodyState_method_get_contact_local_shape:
  230. - :ref:`int<class_int>` **get_contact_local_shape** **(** :ref:`int<class_int>` contact_idx **)** const
  231. Returns the local shape index of the collision.
  232. ----
  233. .. _class_Physics2DDirectBodyState_method_get_space_state:
  234. - :ref:`Physics2DDirectSpaceState<class_Physics2DDirectSpaceState>` **get_space_state** **(** **)**
  235. Returns the current state of the space, useful for queries.
  236. ----
  237. .. _class_Physics2DDirectBodyState_method_integrate_forces:
  238. - void **integrate_forces** **(** **)**
  239. Calls the built-in force integration code.