class_rigidbody2d.rst 52 KB

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  1. :github_url: hide
  2. .. DO NOT EDIT THIS FILE!!!
  3. .. Generated automatically from Godot engine sources.
  4. .. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py.
  5. .. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RigidBody2D.xml.
  6. .. _class_RigidBody2D:
  7. RigidBody2D
  8. ===========
  9. **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>`
  10. **Inherited By:** :ref:`PhysicalBone2D<class_PhysicalBone2D>`
  11. A 2D physics body that is moved by a physics simulation.
  12. .. rst-class:: classref-introduction-group
  13. Description
  14. -----------
  15. **RigidBody2D** implements full 2D physics. It cannot be controlled directly, instead, you must apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, rotation, react to collisions, and affect other physics bodies in its path.
  16. The body's behavior can be adjusted via :ref:`lock_rotation<class_RigidBody2D_property_lock_rotation>`, :ref:`freeze<class_RigidBody2D_property_freeze>`, and :ref:`freeze_mode<class_RigidBody2D_property_freeze_mode>`. By changing various properties of the object, such as :ref:`mass<class_RigidBody2D_property_mass>`, you can control how the physics simulation acts on it.
  17. A rigid body will always maintain its shape and size, even when forces are applied to it. It is useful for objects that can be interacted with in an environment, such as a tree that can be knocked over or a stack of crates that can be pushed around.
  18. If you need to directly affect the body, prefer :ref:`_integrate_forces()<class_RigidBody2D_private_method__integrate_forces>` as it allows you to directly access the physics state.
  19. If you need to override the default physics behavior, you can write a custom force integration function. See :ref:`custom_integrator<class_RigidBody2D_property_custom_integrator>`.
  20. \ **Note:** Changing the 2D transform or :ref:`linear_velocity<class_RigidBody2D_property_linear_velocity>` of a **RigidBody2D** very often may lead to some unpredictable behaviors. This also happens when a **RigidBody2D** is the descendant of a constantly moving node, like another **RigidBody2D**, as that will cause its global transform to be set whenever its ancestor moves.
  21. .. rst-class:: classref-introduction-group
  22. Tutorials
  23. ---------
  24. - `2D Physics Platformer Demo <https://godotengine.org/asset-library/asset/2725>`__
  25. - `Instancing Demo <https://godotengine.org/asset-library/asset/2716>`__
  26. .. rst-class:: classref-reftable-group
  27. Properties
  28. ----------
  29. .. table::
  30. :widths: auto
  31. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  32. | :ref:`float<class_float>` | :ref:`angular_damp<class_RigidBody2D_property_angular_damp>` | ``0.0`` |
  33. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  34. | :ref:`DampMode<enum_RigidBody2D_DampMode>` | :ref:`angular_damp_mode<class_RigidBody2D_property_angular_damp_mode>` | ``0`` |
  35. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  36. | :ref:`float<class_float>` | :ref:`angular_velocity<class_RigidBody2D_property_angular_velocity>` | ``0.0`` |
  37. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  38. | :ref:`bool<class_bool>` | :ref:`can_sleep<class_RigidBody2D_property_can_sleep>` | ``true`` |
  39. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  40. | :ref:`Vector2<class_Vector2>` | :ref:`center_of_mass<class_RigidBody2D_property_center_of_mass>` | ``Vector2(0, 0)`` |
  41. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  42. | :ref:`CenterOfMassMode<enum_RigidBody2D_CenterOfMassMode>` | :ref:`center_of_mass_mode<class_RigidBody2D_property_center_of_mass_mode>` | ``0`` |
  43. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  44. | :ref:`Vector2<class_Vector2>` | :ref:`constant_force<class_RigidBody2D_property_constant_force>` | ``Vector2(0, 0)`` |
  45. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  46. | :ref:`float<class_float>` | :ref:`constant_torque<class_RigidBody2D_property_constant_torque>` | ``0.0`` |
  47. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  48. | :ref:`bool<class_bool>` | :ref:`contact_monitor<class_RigidBody2D_property_contact_monitor>` | ``false`` |
  49. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  50. | :ref:`CCDMode<enum_RigidBody2D_CCDMode>` | :ref:`continuous_cd<class_RigidBody2D_property_continuous_cd>` | ``0`` |
  51. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  52. | :ref:`bool<class_bool>` | :ref:`custom_integrator<class_RigidBody2D_property_custom_integrator>` | ``false`` |
  53. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  54. | :ref:`bool<class_bool>` | :ref:`freeze<class_RigidBody2D_property_freeze>` | ``false`` |
  55. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  56. | :ref:`FreezeMode<enum_RigidBody2D_FreezeMode>` | :ref:`freeze_mode<class_RigidBody2D_property_freeze_mode>` | ``0`` |
  57. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  58. | :ref:`float<class_float>` | :ref:`gravity_scale<class_RigidBody2D_property_gravity_scale>` | ``1.0`` |
  59. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  60. | :ref:`float<class_float>` | :ref:`inertia<class_RigidBody2D_property_inertia>` | ``0.0`` |
  61. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  62. | :ref:`float<class_float>` | :ref:`linear_damp<class_RigidBody2D_property_linear_damp>` | ``0.0`` |
  63. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  64. | :ref:`DampMode<enum_RigidBody2D_DampMode>` | :ref:`linear_damp_mode<class_RigidBody2D_property_linear_damp_mode>` | ``0`` |
  65. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  66. | :ref:`Vector2<class_Vector2>` | :ref:`linear_velocity<class_RigidBody2D_property_linear_velocity>` | ``Vector2(0, 0)`` |
  67. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  68. | :ref:`bool<class_bool>` | :ref:`lock_rotation<class_RigidBody2D_property_lock_rotation>` | ``false`` |
  69. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  70. | :ref:`float<class_float>` | :ref:`mass<class_RigidBody2D_property_mass>` | ``1.0`` |
  71. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  72. | :ref:`int<class_int>` | :ref:`max_contacts_reported<class_RigidBody2D_property_max_contacts_reported>` | ``0`` |
  73. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  74. | :ref:`PhysicsMaterial<class_PhysicsMaterial>` | :ref:`physics_material_override<class_RigidBody2D_property_physics_material_override>` | |
  75. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  76. | :ref:`bool<class_bool>` | :ref:`sleeping<class_RigidBody2D_property_sleeping>` | ``false`` |
  77. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  78. .. rst-class:: classref-reftable-group
  79. Methods
  80. -------
  81. .. table::
  82. :widths: auto
  83. +----------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  84. | |void| | :ref:`_integrate_forces<class_RigidBody2D_private_method__integrate_forces>`\ (\ state\: :ref:`PhysicsDirectBodyState2D<class_PhysicsDirectBodyState2D>`\ ) |virtual| |
  85. +----------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  86. | |void| | :ref:`add_constant_central_force<class_RigidBody2D_method_add_constant_central_force>`\ (\ force\: :ref:`Vector2<class_Vector2>`\ ) |
  87. +----------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  88. | |void| | :ref:`add_constant_force<class_RigidBody2D_method_add_constant_force>`\ (\ force\: :ref:`Vector2<class_Vector2>`, position\: :ref:`Vector2<class_Vector2>` = Vector2(0, 0)\ ) |
  89. +----------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  90. | |void| | :ref:`add_constant_torque<class_RigidBody2D_method_add_constant_torque>`\ (\ torque\: :ref:`float<class_float>`\ ) |
  91. +----------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  92. | |void| | :ref:`apply_central_force<class_RigidBody2D_method_apply_central_force>`\ (\ force\: :ref:`Vector2<class_Vector2>`\ ) |
  93. +----------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  94. | |void| | :ref:`apply_central_impulse<class_RigidBody2D_method_apply_central_impulse>`\ (\ impulse\: :ref:`Vector2<class_Vector2>` = Vector2(0, 0)\ ) |
  95. +----------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  96. | |void| | :ref:`apply_force<class_RigidBody2D_method_apply_force>`\ (\ force\: :ref:`Vector2<class_Vector2>`, position\: :ref:`Vector2<class_Vector2>` = Vector2(0, 0)\ ) |
  97. +----------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  98. | |void| | :ref:`apply_impulse<class_RigidBody2D_method_apply_impulse>`\ (\ impulse\: :ref:`Vector2<class_Vector2>`, position\: :ref:`Vector2<class_Vector2>` = Vector2(0, 0)\ ) |
  99. +----------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  100. | |void| | :ref:`apply_torque<class_RigidBody2D_method_apply_torque>`\ (\ torque\: :ref:`float<class_float>`\ ) |
  101. +----------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  102. | |void| | :ref:`apply_torque_impulse<class_RigidBody2D_method_apply_torque_impulse>`\ (\ torque\: :ref:`float<class_float>`\ ) |
  103. +----------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  104. | :ref:`Array<class_Array>`\[:ref:`Node2D<class_Node2D>`\] | :ref:`get_colliding_bodies<class_RigidBody2D_method_get_colliding_bodies>`\ (\ ) |const| |
  105. +----------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  106. | :ref:`int<class_int>` | :ref:`get_contact_count<class_RigidBody2D_method_get_contact_count>`\ (\ ) |const| |
  107. +----------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  108. | |void| | :ref:`set_axis_velocity<class_RigidBody2D_method_set_axis_velocity>`\ (\ axis_velocity\: :ref:`Vector2<class_Vector2>`\ ) |
  109. +----------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  110. .. rst-class:: classref-section-separator
  111. ----
  112. .. rst-class:: classref-descriptions-group
  113. Signals
  114. -------
  115. .. _class_RigidBody2D_signal_body_entered:
  116. .. rst-class:: classref-signal
  117. **body_entered**\ (\ body\: :ref:`Node<class_Node>`\ ) :ref:`🔗<class_RigidBody2D_signal_body_entered>`
  118. Emitted when a collision with another :ref:`PhysicsBody2D<class_PhysicsBody2D>` or :ref:`TileMap<class_TileMap>` occurs. Requires :ref:`contact_monitor<class_RigidBody2D_property_contact_monitor>` to be set to ``true`` and :ref:`max_contacts_reported<class_RigidBody2D_property_max_contacts_reported>` to be set high enough to detect all the collisions. :ref:`TileMap<class_TileMap>`\ s are detected if the :ref:`TileSet<class_TileSet>` has Collision :ref:`Shape2D<class_Shape2D>`\ s.
  119. \ ``body`` the :ref:`Node<class_Node>`, if it exists in the tree, of the other :ref:`PhysicsBody2D<class_PhysicsBody2D>` or :ref:`TileMap<class_TileMap>`.
  120. .. rst-class:: classref-item-separator
  121. ----
  122. .. _class_RigidBody2D_signal_body_exited:
  123. .. rst-class:: classref-signal
  124. **body_exited**\ (\ body\: :ref:`Node<class_Node>`\ ) :ref:`🔗<class_RigidBody2D_signal_body_exited>`
  125. Emitted when the collision with another :ref:`PhysicsBody2D<class_PhysicsBody2D>` or :ref:`TileMap<class_TileMap>` ends. Requires :ref:`contact_monitor<class_RigidBody2D_property_contact_monitor>` to be set to ``true`` and :ref:`max_contacts_reported<class_RigidBody2D_property_max_contacts_reported>` to be set high enough to detect all the collisions. :ref:`TileMap<class_TileMap>`\ s are detected if the :ref:`TileSet<class_TileSet>` has Collision :ref:`Shape2D<class_Shape2D>`\ s.
  126. \ ``body`` the :ref:`Node<class_Node>`, if it exists in the tree, of the other :ref:`PhysicsBody2D<class_PhysicsBody2D>` or :ref:`TileMap<class_TileMap>`.
  127. .. rst-class:: classref-item-separator
  128. ----
  129. .. _class_RigidBody2D_signal_body_shape_entered:
  130. .. rst-class:: classref-signal
  131. **body_shape_entered**\ (\ body_rid\: :ref:`RID<class_RID>`, body\: :ref:`Node<class_Node>`, body_shape_index\: :ref:`int<class_int>`, local_shape_index\: :ref:`int<class_int>`\ ) :ref:`🔗<class_RigidBody2D_signal_body_shape_entered>`
  132. Emitted when one of this RigidBody2D's :ref:`Shape2D<class_Shape2D>`\ s collides with another :ref:`PhysicsBody2D<class_PhysicsBody2D>` or :ref:`TileMap<class_TileMap>`'s :ref:`Shape2D<class_Shape2D>`\ s. Requires :ref:`contact_monitor<class_RigidBody2D_property_contact_monitor>` to be set to ``true`` and :ref:`max_contacts_reported<class_RigidBody2D_property_max_contacts_reported>` to be set high enough to detect all the collisions. :ref:`TileMap<class_TileMap>`\ s are detected if the :ref:`TileSet<class_TileSet>` has Collision :ref:`Shape2D<class_Shape2D>`\ s.
  133. \ ``body_rid`` the :ref:`RID<class_RID>` of the other :ref:`PhysicsBody2D<class_PhysicsBody2D>` or :ref:`TileSet<class_TileSet>`'s :ref:`CollisionObject2D<class_CollisionObject2D>` used by the :ref:`PhysicsServer2D<class_PhysicsServer2D>`.
  134. \ ``body`` the :ref:`Node<class_Node>`, if it exists in the tree, of the other :ref:`PhysicsBody2D<class_PhysicsBody2D>` or :ref:`TileMap<class_TileMap>`.
  135. \ ``body_shape_index`` the index of the :ref:`Shape2D<class_Shape2D>` of the other :ref:`PhysicsBody2D<class_PhysicsBody2D>` or :ref:`TileMap<class_TileMap>` used by the :ref:`PhysicsServer2D<class_PhysicsServer2D>`. Get the :ref:`CollisionShape2D<class_CollisionShape2D>` node with ``body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))``.
  136. \ ``local_shape_index`` the index of the :ref:`Shape2D<class_Shape2D>` of this RigidBody2D used by the :ref:`PhysicsServer2D<class_PhysicsServer2D>`. Get the :ref:`CollisionShape2D<class_CollisionShape2D>` node with ``self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))``.
  137. .. rst-class:: classref-item-separator
  138. ----
  139. .. _class_RigidBody2D_signal_body_shape_exited:
  140. .. rst-class:: classref-signal
  141. **body_shape_exited**\ (\ body_rid\: :ref:`RID<class_RID>`, body\: :ref:`Node<class_Node>`, body_shape_index\: :ref:`int<class_int>`, local_shape_index\: :ref:`int<class_int>`\ ) :ref:`🔗<class_RigidBody2D_signal_body_shape_exited>`
  142. Emitted when the collision between one of this RigidBody2D's :ref:`Shape2D<class_Shape2D>`\ s and another :ref:`PhysicsBody2D<class_PhysicsBody2D>` or :ref:`TileMap<class_TileMap>`'s :ref:`Shape2D<class_Shape2D>`\ s ends. Requires :ref:`contact_monitor<class_RigidBody2D_property_contact_monitor>` to be set to ``true`` and :ref:`max_contacts_reported<class_RigidBody2D_property_max_contacts_reported>` to be set high enough to detect all the collisions. :ref:`TileMap<class_TileMap>`\ s are detected if the :ref:`TileSet<class_TileSet>` has Collision :ref:`Shape2D<class_Shape2D>`\ s.
  143. \ ``body_rid`` the :ref:`RID<class_RID>` of the other :ref:`PhysicsBody2D<class_PhysicsBody2D>` or :ref:`TileSet<class_TileSet>`'s :ref:`CollisionObject2D<class_CollisionObject2D>` used by the :ref:`PhysicsServer2D<class_PhysicsServer2D>`.
  144. \ ``body`` the :ref:`Node<class_Node>`, if it exists in the tree, of the other :ref:`PhysicsBody2D<class_PhysicsBody2D>` or :ref:`TileMap<class_TileMap>`.
  145. \ ``body_shape_index`` the index of the :ref:`Shape2D<class_Shape2D>` of the other :ref:`PhysicsBody2D<class_PhysicsBody2D>` or :ref:`TileMap<class_TileMap>` used by the :ref:`PhysicsServer2D<class_PhysicsServer2D>`. Get the :ref:`CollisionShape2D<class_CollisionShape2D>` node with ``body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))``.
  146. \ ``local_shape_index`` the index of the :ref:`Shape2D<class_Shape2D>` of this RigidBody2D used by the :ref:`PhysicsServer2D<class_PhysicsServer2D>`. Get the :ref:`CollisionShape2D<class_CollisionShape2D>` node with ``self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))``.
  147. .. rst-class:: classref-item-separator
  148. ----
  149. .. _class_RigidBody2D_signal_sleeping_state_changed:
  150. .. rst-class:: classref-signal
  151. **sleeping_state_changed**\ (\ ) :ref:`🔗<class_RigidBody2D_signal_sleeping_state_changed>`
  152. Emitted when the physics engine changes the body's sleeping state.
  153. \ **Note:** Changing the value :ref:`sleeping<class_RigidBody2D_property_sleeping>` will not trigger this signal. It is only emitted if the sleeping state is changed by the physics engine or ``emit_signal("sleeping_state_changed")`` is used.
  154. .. rst-class:: classref-section-separator
  155. ----
  156. .. rst-class:: classref-descriptions-group
  157. Enumerations
  158. ------------
  159. .. _enum_RigidBody2D_FreezeMode:
  160. .. rst-class:: classref-enumeration
  161. enum **FreezeMode**: :ref:`🔗<enum_RigidBody2D_FreezeMode>`
  162. .. _class_RigidBody2D_constant_FREEZE_MODE_STATIC:
  163. .. rst-class:: classref-enumeration-constant
  164. :ref:`FreezeMode<enum_RigidBody2D_FreezeMode>` **FREEZE_MODE_STATIC** = ``0``
  165. Static body freeze mode (default). The body is not affected by gravity and forces. It can be only moved by user code and doesn't collide with other bodies along its path.
  166. .. _class_RigidBody2D_constant_FREEZE_MODE_KINEMATIC:
  167. .. rst-class:: classref-enumeration-constant
  168. :ref:`FreezeMode<enum_RigidBody2D_FreezeMode>` **FREEZE_MODE_KINEMATIC** = ``1``
  169. Kinematic body freeze mode. Similar to :ref:`FREEZE_MODE_STATIC<class_RigidBody2D_constant_FREEZE_MODE_STATIC>`, but collides with other bodies along its path when moved. Useful for a frozen body that needs to be animated.
  170. .. rst-class:: classref-item-separator
  171. ----
  172. .. _enum_RigidBody2D_CenterOfMassMode:
  173. .. rst-class:: classref-enumeration
  174. enum **CenterOfMassMode**: :ref:`🔗<enum_RigidBody2D_CenterOfMassMode>`
  175. .. _class_RigidBody2D_constant_CENTER_OF_MASS_MODE_AUTO:
  176. .. rst-class:: classref-enumeration-constant
  177. :ref:`CenterOfMassMode<enum_RigidBody2D_CenterOfMassMode>` **CENTER_OF_MASS_MODE_AUTO** = ``0``
  178. In this mode, the body's center of mass is calculated automatically based on its shapes. This assumes that the shapes' origins are also their center of mass.
  179. .. _class_RigidBody2D_constant_CENTER_OF_MASS_MODE_CUSTOM:
  180. .. rst-class:: classref-enumeration-constant
  181. :ref:`CenterOfMassMode<enum_RigidBody2D_CenterOfMassMode>` **CENTER_OF_MASS_MODE_CUSTOM** = ``1``
  182. In this mode, the body's center of mass is set through :ref:`center_of_mass<class_RigidBody2D_property_center_of_mass>`. Defaults to the body's origin position.
  183. .. rst-class:: classref-item-separator
  184. ----
  185. .. _enum_RigidBody2D_DampMode:
  186. .. rst-class:: classref-enumeration
  187. enum **DampMode**: :ref:`🔗<enum_RigidBody2D_DampMode>`
  188. .. _class_RigidBody2D_constant_DAMP_MODE_COMBINE:
  189. .. rst-class:: classref-enumeration-constant
  190. :ref:`DampMode<enum_RigidBody2D_DampMode>` **DAMP_MODE_COMBINE** = ``0``
  191. In this mode, the body's damping value is added to any value set in areas or the default value.
  192. .. _class_RigidBody2D_constant_DAMP_MODE_REPLACE:
  193. .. rst-class:: classref-enumeration-constant
  194. :ref:`DampMode<enum_RigidBody2D_DampMode>` **DAMP_MODE_REPLACE** = ``1``
  195. In this mode, the body's damping value replaces any value set in areas or the default value.
  196. .. rst-class:: classref-item-separator
  197. ----
  198. .. _enum_RigidBody2D_CCDMode:
  199. .. rst-class:: classref-enumeration
  200. enum **CCDMode**: :ref:`🔗<enum_RigidBody2D_CCDMode>`
  201. .. _class_RigidBody2D_constant_CCD_MODE_DISABLED:
  202. .. rst-class:: classref-enumeration-constant
  203. :ref:`CCDMode<enum_RigidBody2D_CCDMode>` **CCD_MODE_DISABLED** = ``0``
  204. Continuous collision detection disabled. This is the fastest way to detect body collisions, but can miss small, fast-moving objects.
  205. .. _class_RigidBody2D_constant_CCD_MODE_CAST_RAY:
  206. .. rst-class:: classref-enumeration-constant
  207. :ref:`CCDMode<enum_RigidBody2D_CCDMode>` **CCD_MODE_CAST_RAY** = ``1``
  208. Continuous collision detection enabled using raycasting. This is faster than shapecasting but less precise.
  209. .. _class_RigidBody2D_constant_CCD_MODE_CAST_SHAPE:
  210. .. rst-class:: classref-enumeration-constant
  211. :ref:`CCDMode<enum_RigidBody2D_CCDMode>` **CCD_MODE_CAST_SHAPE** = ``2``
  212. Continuous collision detection enabled using shapecasting. This is the slowest CCD method and the most precise.
  213. .. rst-class:: classref-section-separator
  214. ----
  215. .. rst-class:: classref-descriptions-group
  216. Property Descriptions
  217. ---------------------
  218. .. _class_RigidBody2D_property_angular_damp:
  219. .. rst-class:: classref-property
  220. :ref:`float<class_float>` **angular_damp** = ``0.0`` :ref:`🔗<class_RigidBody2D_property_angular_damp>`
  221. .. rst-class:: classref-property-setget
  222. - |void| **set_angular_damp**\ (\ value\: :ref:`float<class_float>`\ )
  223. - :ref:`float<class_float>` **get_angular_damp**\ (\ )
  224. Damps the body's rotation. By default, the body will use the :ref:`ProjectSettings.physics/2d/default_angular_damp<class_ProjectSettings_property_physics/2d/default_angular_damp>` setting or any value override set by an :ref:`Area2D<class_Area2D>` the body is in. Depending on :ref:`angular_damp_mode<class_RigidBody2D_property_angular_damp_mode>`, you can set :ref:`angular_damp<class_RigidBody2D_property_angular_damp>` to be added to or to replace the body's damping value.
  225. See :ref:`ProjectSettings.physics/2d/default_angular_damp<class_ProjectSettings_property_physics/2d/default_angular_damp>` for more details about damping.
  226. .. rst-class:: classref-item-separator
  227. ----
  228. .. _class_RigidBody2D_property_angular_damp_mode:
  229. .. rst-class:: classref-property
  230. :ref:`DampMode<enum_RigidBody2D_DampMode>` **angular_damp_mode** = ``0`` :ref:`🔗<class_RigidBody2D_property_angular_damp_mode>`
  231. .. rst-class:: classref-property-setget
  232. - |void| **set_angular_damp_mode**\ (\ value\: :ref:`DampMode<enum_RigidBody2D_DampMode>`\ )
  233. - :ref:`DampMode<enum_RigidBody2D_DampMode>` **get_angular_damp_mode**\ (\ )
  234. Defines how :ref:`angular_damp<class_RigidBody2D_property_angular_damp>` is applied.
  235. .. rst-class:: classref-item-separator
  236. ----
  237. .. _class_RigidBody2D_property_angular_velocity:
  238. .. rst-class:: classref-property
  239. :ref:`float<class_float>` **angular_velocity** = ``0.0`` :ref:`🔗<class_RigidBody2D_property_angular_velocity>`
  240. .. rst-class:: classref-property-setget
  241. - |void| **set_angular_velocity**\ (\ value\: :ref:`float<class_float>`\ )
  242. - :ref:`float<class_float>` **get_angular_velocity**\ (\ )
  243. The body's rotational velocity in *radians* per second.
  244. .. rst-class:: classref-item-separator
  245. ----
  246. .. _class_RigidBody2D_property_can_sleep:
  247. .. rst-class:: classref-property
  248. :ref:`bool<class_bool>` **can_sleep** = ``true`` :ref:`🔗<class_RigidBody2D_property_can_sleep>`
  249. .. rst-class:: classref-property-setget
  250. - |void| **set_can_sleep**\ (\ value\: :ref:`bool<class_bool>`\ )
  251. - :ref:`bool<class_bool>` **is_able_to_sleep**\ (\ )
  252. If ``true``, the body can enter sleep mode when there is no movement. See :ref:`sleeping<class_RigidBody2D_property_sleeping>`.
  253. .. rst-class:: classref-item-separator
  254. ----
  255. .. _class_RigidBody2D_property_center_of_mass:
  256. .. rst-class:: classref-property
  257. :ref:`Vector2<class_Vector2>` **center_of_mass** = ``Vector2(0, 0)`` :ref:`🔗<class_RigidBody2D_property_center_of_mass>`
  258. .. rst-class:: classref-property-setget
  259. - |void| **set_center_of_mass**\ (\ value\: :ref:`Vector2<class_Vector2>`\ )
  260. - :ref:`Vector2<class_Vector2>` **get_center_of_mass**\ (\ )
  261. The body's custom center of mass, relative to the body's origin position, when :ref:`center_of_mass_mode<class_RigidBody2D_property_center_of_mass_mode>` is set to :ref:`CENTER_OF_MASS_MODE_CUSTOM<class_RigidBody2D_constant_CENTER_OF_MASS_MODE_CUSTOM>`. This is the balanced point of the body, where applied forces only cause linear acceleration. Applying forces outside of the center of mass causes angular acceleration.
  262. When :ref:`center_of_mass_mode<class_RigidBody2D_property_center_of_mass_mode>` is set to :ref:`CENTER_OF_MASS_MODE_AUTO<class_RigidBody2D_constant_CENTER_OF_MASS_MODE_AUTO>` (default value), the center of mass is automatically computed.
  263. .. rst-class:: classref-item-separator
  264. ----
  265. .. _class_RigidBody2D_property_center_of_mass_mode:
  266. .. rst-class:: classref-property
  267. :ref:`CenterOfMassMode<enum_RigidBody2D_CenterOfMassMode>` **center_of_mass_mode** = ``0`` :ref:`🔗<class_RigidBody2D_property_center_of_mass_mode>`
  268. .. rst-class:: classref-property-setget
  269. - |void| **set_center_of_mass_mode**\ (\ value\: :ref:`CenterOfMassMode<enum_RigidBody2D_CenterOfMassMode>`\ )
  270. - :ref:`CenterOfMassMode<enum_RigidBody2D_CenterOfMassMode>` **get_center_of_mass_mode**\ (\ )
  271. Defines the way the body's center of mass is set.
  272. .. rst-class:: classref-item-separator
  273. ----
  274. .. _class_RigidBody2D_property_constant_force:
  275. .. rst-class:: classref-property
  276. :ref:`Vector2<class_Vector2>` **constant_force** = ``Vector2(0, 0)`` :ref:`🔗<class_RigidBody2D_property_constant_force>`
  277. .. rst-class:: classref-property-setget
  278. - |void| **set_constant_force**\ (\ value\: :ref:`Vector2<class_Vector2>`\ )
  279. - :ref:`Vector2<class_Vector2>` **get_constant_force**\ (\ )
  280. The body's total constant positional forces applied during each physics update.
  281. See :ref:`add_constant_force()<class_RigidBody2D_method_add_constant_force>` and :ref:`add_constant_central_force()<class_RigidBody2D_method_add_constant_central_force>`.
  282. .. rst-class:: classref-item-separator
  283. ----
  284. .. _class_RigidBody2D_property_constant_torque:
  285. .. rst-class:: classref-property
  286. :ref:`float<class_float>` **constant_torque** = ``0.0`` :ref:`🔗<class_RigidBody2D_property_constant_torque>`
  287. .. rst-class:: classref-property-setget
  288. - |void| **set_constant_torque**\ (\ value\: :ref:`float<class_float>`\ )
  289. - :ref:`float<class_float>` **get_constant_torque**\ (\ )
  290. The body's total constant rotational forces applied during each physics update.
  291. See :ref:`add_constant_torque()<class_RigidBody2D_method_add_constant_torque>`.
  292. .. rst-class:: classref-item-separator
  293. ----
  294. .. _class_RigidBody2D_property_contact_monitor:
  295. .. rst-class:: classref-property
  296. :ref:`bool<class_bool>` **contact_monitor** = ``false`` :ref:`🔗<class_RigidBody2D_property_contact_monitor>`
  297. .. rst-class:: classref-property-setget
  298. - |void| **set_contact_monitor**\ (\ value\: :ref:`bool<class_bool>`\ )
  299. - :ref:`bool<class_bool>` **is_contact_monitor_enabled**\ (\ )
  300. If ``true``, the RigidBody2D will emit signals when it collides with another body.
  301. \ **Note:** By default the maximum contacts reported is set to 0, meaning nothing will be recorded, see :ref:`max_contacts_reported<class_RigidBody2D_property_max_contacts_reported>`.
  302. .. rst-class:: classref-item-separator
  303. ----
  304. .. _class_RigidBody2D_property_continuous_cd:
  305. .. rst-class:: classref-property
  306. :ref:`CCDMode<enum_RigidBody2D_CCDMode>` **continuous_cd** = ``0`` :ref:`🔗<class_RigidBody2D_property_continuous_cd>`
  307. .. rst-class:: classref-property-setget
  308. - |void| **set_continuous_collision_detection_mode**\ (\ value\: :ref:`CCDMode<enum_RigidBody2D_CCDMode>`\ )
  309. - :ref:`CCDMode<enum_RigidBody2D_CCDMode>` **get_continuous_collision_detection_mode**\ (\ )
  310. Continuous collision detection mode.
  311. Continuous collision detection tries to predict where a moving body will collide instead of moving it and correcting its movement after collision. Continuous collision detection is slower, but more precise and misses fewer collisions with small, fast-moving objects. Raycasting and shapecasting methods are available.
  312. .. rst-class:: classref-item-separator
  313. ----
  314. .. _class_RigidBody2D_property_custom_integrator:
  315. .. rst-class:: classref-property
  316. :ref:`bool<class_bool>` **custom_integrator** = ``false`` :ref:`🔗<class_RigidBody2D_property_custom_integrator>`
  317. .. rst-class:: classref-property-setget
  318. - |void| **set_use_custom_integrator**\ (\ value\: :ref:`bool<class_bool>`\ )
  319. - :ref:`bool<class_bool>` **is_using_custom_integrator**\ (\ )
  320. If ``true``, the standard force integration (like gravity or damping) will be disabled for this body. Other than collision response, the body will only move as determined by the :ref:`_integrate_forces()<class_RigidBody2D_private_method__integrate_forces>` method, if that virtual method is overridden.
  321. Setting this property will call the method :ref:`PhysicsServer2D.body_set_omit_force_integration()<class_PhysicsServer2D_method_body_set_omit_force_integration>` internally.
  322. .. rst-class:: classref-item-separator
  323. ----
  324. .. _class_RigidBody2D_property_freeze:
  325. .. rst-class:: classref-property
  326. :ref:`bool<class_bool>` **freeze** = ``false`` :ref:`🔗<class_RigidBody2D_property_freeze>`
  327. .. rst-class:: classref-property-setget
  328. - |void| **set_freeze_enabled**\ (\ value\: :ref:`bool<class_bool>`\ )
  329. - :ref:`bool<class_bool>` **is_freeze_enabled**\ (\ )
  330. If ``true``, the body is frozen. Gravity and forces are not applied anymore.
  331. See :ref:`freeze_mode<class_RigidBody2D_property_freeze_mode>` to set the body's behavior when frozen.
  332. For a body that is always frozen, use :ref:`StaticBody2D<class_StaticBody2D>` or :ref:`AnimatableBody2D<class_AnimatableBody2D>` instead.
  333. .. rst-class:: classref-item-separator
  334. ----
  335. .. _class_RigidBody2D_property_freeze_mode:
  336. .. rst-class:: classref-property
  337. :ref:`FreezeMode<enum_RigidBody2D_FreezeMode>` **freeze_mode** = ``0`` :ref:`🔗<class_RigidBody2D_property_freeze_mode>`
  338. .. rst-class:: classref-property-setget
  339. - |void| **set_freeze_mode**\ (\ value\: :ref:`FreezeMode<enum_RigidBody2D_FreezeMode>`\ )
  340. - :ref:`FreezeMode<enum_RigidBody2D_FreezeMode>` **get_freeze_mode**\ (\ )
  341. The body's freeze mode. Can be used to set the body's behavior when :ref:`freeze<class_RigidBody2D_property_freeze>` is enabled.
  342. For a body that is always frozen, use :ref:`StaticBody2D<class_StaticBody2D>` or :ref:`AnimatableBody2D<class_AnimatableBody2D>` instead.
  343. .. rst-class:: classref-item-separator
  344. ----
  345. .. _class_RigidBody2D_property_gravity_scale:
  346. .. rst-class:: classref-property
  347. :ref:`float<class_float>` **gravity_scale** = ``1.0`` :ref:`🔗<class_RigidBody2D_property_gravity_scale>`
  348. .. rst-class:: classref-property-setget
  349. - |void| **set_gravity_scale**\ (\ value\: :ref:`float<class_float>`\ )
  350. - :ref:`float<class_float>` **get_gravity_scale**\ (\ )
  351. Multiplies the gravity applied to the body. The body's gravity is calculated from the :ref:`ProjectSettings.physics/2d/default_gravity<class_ProjectSettings_property_physics/2d/default_gravity>` project setting and/or any additional gravity vector applied by :ref:`Area2D<class_Area2D>`\ s.
  352. .. rst-class:: classref-item-separator
  353. ----
  354. .. _class_RigidBody2D_property_inertia:
  355. .. rst-class:: classref-property
  356. :ref:`float<class_float>` **inertia** = ``0.0`` :ref:`🔗<class_RigidBody2D_property_inertia>`
  357. .. rst-class:: classref-property-setget
  358. - |void| **set_inertia**\ (\ value\: :ref:`float<class_float>`\ )
  359. - :ref:`float<class_float>` **get_inertia**\ (\ )
  360. The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body. The moment of inertia is usually computed automatically from the mass and the shapes, but this property allows you to set a custom value.
  361. If set to ``0``, inertia is automatically computed (default value).
  362. \ **Note:** This value does not change when inertia is automatically computed. Use :ref:`PhysicsServer2D<class_PhysicsServer2D>` to get the computed inertia.
  363. .. tabs::
  364. .. code-tab:: gdscript
  365. @onready var ball = $Ball
  366. func get_ball_inertia():
  367. return 1.0 / PhysicsServer2D.body_get_direct_state(ball.get_rid()).inverse_inertia
  368. .. code-tab:: csharp
  369. private RigidBody2D _ball;
  370. public override void _Ready()
  371. {
  372. _ball = GetNode<RigidBody2D>("Ball");
  373. }
  374. private float GetBallInertia()
  375. {
  376. return 1.0f / PhysicsServer2D.BodyGetDirectState(_ball.GetRid()).InverseInertia;
  377. }
  378. .. rst-class:: classref-item-separator
  379. ----
  380. .. _class_RigidBody2D_property_linear_damp:
  381. .. rst-class:: classref-property
  382. :ref:`float<class_float>` **linear_damp** = ``0.0`` :ref:`🔗<class_RigidBody2D_property_linear_damp>`
  383. .. rst-class:: classref-property-setget
  384. - |void| **set_linear_damp**\ (\ value\: :ref:`float<class_float>`\ )
  385. - :ref:`float<class_float>` **get_linear_damp**\ (\ )
  386. Damps the body's movement. By default, the body will use the :ref:`ProjectSettings.physics/2d/default_linear_damp<class_ProjectSettings_property_physics/2d/default_linear_damp>` setting or any value override set by an :ref:`Area2D<class_Area2D>` the body is in. Depending on :ref:`linear_damp_mode<class_RigidBody2D_property_linear_damp_mode>`, you can set :ref:`linear_damp<class_RigidBody2D_property_linear_damp>` to be added to or to replace the body's damping value.
  387. See :ref:`ProjectSettings.physics/2d/default_linear_damp<class_ProjectSettings_property_physics/2d/default_linear_damp>` for more details about damping.
  388. .. rst-class:: classref-item-separator
  389. ----
  390. .. _class_RigidBody2D_property_linear_damp_mode:
  391. .. rst-class:: classref-property
  392. :ref:`DampMode<enum_RigidBody2D_DampMode>` **linear_damp_mode** = ``0`` :ref:`🔗<class_RigidBody2D_property_linear_damp_mode>`
  393. .. rst-class:: classref-property-setget
  394. - |void| **set_linear_damp_mode**\ (\ value\: :ref:`DampMode<enum_RigidBody2D_DampMode>`\ )
  395. - :ref:`DampMode<enum_RigidBody2D_DampMode>` **get_linear_damp_mode**\ (\ )
  396. Defines how :ref:`linear_damp<class_RigidBody2D_property_linear_damp>` is applied.
  397. .. rst-class:: classref-item-separator
  398. ----
  399. .. _class_RigidBody2D_property_linear_velocity:
  400. .. rst-class:: classref-property
  401. :ref:`Vector2<class_Vector2>` **linear_velocity** = ``Vector2(0, 0)`` :ref:`🔗<class_RigidBody2D_property_linear_velocity>`
  402. .. rst-class:: classref-property-setget
  403. - |void| **set_linear_velocity**\ (\ value\: :ref:`Vector2<class_Vector2>`\ )
  404. - :ref:`Vector2<class_Vector2>` **get_linear_velocity**\ (\ )
  405. The body's linear velocity in pixels per second. Can be used sporadically, but **don't set this every frame**, because physics may run in another thread and runs at a different granularity. Use :ref:`_integrate_forces()<class_RigidBody2D_private_method__integrate_forces>` as your process loop for precise control of the body state.
  406. .. rst-class:: classref-item-separator
  407. ----
  408. .. _class_RigidBody2D_property_lock_rotation:
  409. .. rst-class:: classref-property
  410. :ref:`bool<class_bool>` **lock_rotation** = ``false`` :ref:`🔗<class_RigidBody2D_property_lock_rotation>`
  411. .. rst-class:: classref-property-setget
  412. - |void| **set_lock_rotation_enabled**\ (\ value\: :ref:`bool<class_bool>`\ )
  413. - :ref:`bool<class_bool>` **is_lock_rotation_enabled**\ (\ )
  414. If ``true``, the body cannot rotate. Gravity and forces only apply linear movement.
  415. .. rst-class:: classref-item-separator
  416. ----
  417. .. _class_RigidBody2D_property_mass:
  418. .. rst-class:: classref-property
  419. :ref:`float<class_float>` **mass** = ``1.0`` :ref:`🔗<class_RigidBody2D_property_mass>`
  420. .. rst-class:: classref-property-setget
  421. - |void| **set_mass**\ (\ value\: :ref:`float<class_float>`\ )
  422. - :ref:`float<class_float>` **get_mass**\ (\ )
  423. The body's mass.
  424. .. rst-class:: classref-item-separator
  425. ----
  426. .. _class_RigidBody2D_property_max_contacts_reported:
  427. .. rst-class:: classref-property
  428. :ref:`int<class_int>` **max_contacts_reported** = ``0`` :ref:`🔗<class_RigidBody2D_property_max_contacts_reported>`
  429. .. rst-class:: classref-property-setget
  430. - |void| **set_max_contacts_reported**\ (\ value\: :ref:`int<class_int>`\ )
  431. - :ref:`int<class_int>` **get_max_contacts_reported**\ (\ )
  432. The maximum number of contacts that will be recorded. Requires a value greater than 0 and :ref:`contact_monitor<class_RigidBody2D_property_contact_monitor>` to be set to ``true`` to start to register contacts. Use :ref:`get_contact_count()<class_RigidBody2D_method_get_contact_count>` to retrieve the count or :ref:`get_colliding_bodies()<class_RigidBody2D_method_get_colliding_bodies>` to retrieve bodies that have been collided with.
  433. \ **Note:** The number of contacts is different from the number of collisions. Collisions between parallel edges will result in two contacts (one at each end), and collisions between parallel faces will result in four contacts (one at each corner).
  434. .. rst-class:: classref-item-separator
  435. ----
  436. .. _class_RigidBody2D_property_physics_material_override:
  437. .. rst-class:: classref-property
  438. :ref:`PhysicsMaterial<class_PhysicsMaterial>` **physics_material_override** :ref:`🔗<class_RigidBody2D_property_physics_material_override>`
  439. .. rst-class:: classref-property-setget
  440. - |void| **set_physics_material_override**\ (\ value\: :ref:`PhysicsMaterial<class_PhysicsMaterial>`\ )
  441. - :ref:`PhysicsMaterial<class_PhysicsMaterial>` **get_physics_material_override**\ (\ )
  442. The physics material override for the body.
  443. If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.
  444. .. rst-class:: classref-item-separator
  445. ----
  446. .. _class_RigidBody2D_property_sleeping:
  447. .. rst-class:: classref-property
  448. :ref:`bool<class_bool>` **sleeping** = ``false`` :ref:`🔗<class_RigidBody2D_property_sleeping>`
  449. .. rst-class:: classref-property-setget
  450. - |void| **set_sleeping**\ (\ value\: :ref:`bool<class_bool>`\ )
  451. - :ref:`bool<class_bool>` **is_sleeping**\ (\ )
  452. If ``true``, the body will not move and will not calculate forces until woken up by another body through, for example, a collision, or by using the :ref:`apply_impulse()<class_RigidBody2D_method_apply_impulse>` or :ref:`apply_force()<class_RigidBody2D_method_apply_force>` methods.
  453. .. rst-class:: classref-section-separator
  454. ----
  455. .. rst-class:: classref-descriptions-group
  456. Method Descriptions
  457. -------------------
  458. .. _class_RigidBody2D_private_method__integrate_forces:
  459. .. rst-class:: classref-method
  460. |void| **_integrate_forces**\ (\ state\: :ref:`PhysicsDirectBodyState2D<class_PhysicsDirectBodyState2D>`\ ) |virtual| :ref:`🔗<class_RigidBody2D_private_method__integrate_forces>`
  461. Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default, it is called before the standard force integration, but the :ref:`custom_integrator<class_RigidBody2D_property_custom_integrator>` property allows you to disable the standard force integration and do fully custom force integration for a body.
  462. .. rst-class:: classref-item-separator
  463. ----
  464. .. _class_RigidBody2D_method_add_constant_central_force:
  465. .. rst-class:: classref-method
  466. |void| **add_constant_central_force**\ (\ force\: :ref:`Vector2<class_Vector2>`\ ) :ref:`🔗<class_RigidBody2D_method_add_constant_central_force>`
  467. Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with ``constant_force = Vector2(0, 0)``.
  468. This is equivalent to using :ref:`add_constant_force()<class_RigidBody2D_method_add_constant_force>` at the body's center of mass.
  469. .. rst-class:: classref-item-separator
  470. ----
  471. .. _class_RigidBody2D_method_add_constant_force:
  472. .. rst-class:: classref-method
  473. |void| **add_constant_force**\ (\ force\: :ref:`Vector2<class_Vector2>`, position\: :ref:`Vector2<class_Vector2>` = Vector2(0, 0)\ ) :ref:`🔗<class_RigidBody2D_method_add_constant_force>`
  474. Adds a constant positioned force to the body that keeps being applied over time until cleared with ``constant_force = Vector2(0, 0)``.
  475. \ ``position`` is the offset from the body origin in global coordinates.
  476. .. rst-class:: classref-item-separator
  477. ----
  478. .. _class_RigidBody2D_method_add_constant_torque:
  479. .. rst-class:: classref-method
  480. |void| **add_constant_torque**\ (\ torque\: :ref:`float<class_float>`\ ) :ref:`🔗<class_RigidBody2D_method_add_constant_torque>`
  481. Adds a constant rotational force without affecting position that keeps being applied over time until cleared with ``constant_torque = 0``.
  482. .. rst-class:: classref-item-separator
  483. ----
  484. .. _class_RigidBody2D_method_apply_central_force:
  485. .. rst-class:: classref-method
  486. |void| **apply_central_force**\ (\ force\: :ref:`Vector2<class_Vector2>`\ ) :ref:`🔗<class_RigidBody2D_method_apply_central_force>`
  487. Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.
  488. This is equivalent to using :ref:`apply_force()<class_RigidBody2D_method_apply_force>` at the body's center of mass.
  489. .. rst-class:: classref-item-separator
  490. ----
  491. .. _class_RigidBody2D_method_apply_central_impulse:
  492. .. rst-class:: classref-method
  493. |void| **apply_central_impulse**\ (\ impulse\: :ref:`Vector2<class_Vector2>` = Vector2(0, 0)\ ) :ref:`🔗<class_RigidBody2D_method_apply_central_impulse>`
  494. Applies a directional impulse without affecting rotation.
  495. 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).
  496. This is equivalent to using :ref:`apply_impulse()<class_RigidBody2D_method_apply_impulse>` at the body's center of mass.
  497. .. rst-class:: classref-item-separator
  498. ----
  499. .. _class_RigidBody2D_method_apply_force:
  500. .. rst-class:: classref-method
  501. |void| **apply_force**\ (\ force\: :ref:`Vector2<class_Vector2>`, position\: :ref:`Vector2<class_Vector2>` = Vector2(0, 0)\ ) :ref:`🔗<class_RigidBody2D_method_apply_force>`
  502. Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.
  503. \ ``position`` is the offset from the body origin in global coordinates.
  504. .. rst-class:: classref-item-separator
  505. ----
  506. .. _class_RigidBody2D_method_apply_impulse:
  507. .. rst-class:: classref-method
  508. |void| **apply_impulse**\ (\ impulse\: :ref:`Vector2<class_Vector2>`, position\: :ref:`Vector2<class_Vector2>` = Vector2(0, 0)\ ) :ref:`🔗<class_RigidBody2D_method_apply_impulse>`
  509. Applies a positioned impulse to the body.
  510. 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).
  511. \ ``position`` is the offset from the body origin in global coordinates.
  512. .. rst-class:: classref-item-separator
  513. ----
  514. .. _class_RigidBody2D_method_apply_torque:
  515. .. rst-class:: classref-method
  516. |void| **apply_torque**\ (\ torque\: :ref:`float<class_float>`\ ) :ref:`🔗<class_RigidBody2D_method_apply_torque>`
  517. Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
  518. \ **Note:** :ref:`inertia<class_RigidBody2D_property_inertia>` is required for this to work. To have :ref:`inertia<class_RigidBody2D_property_inertia>`, an active :ref:`CollisionShape2D<class_CollisionShape2D>` must be a child of the node, or you can manually set :ref:`inertia<class_RigidBody2D_property_inertia>`.
  519. .. rst-class:: classref-item-separator
  520. ----
  521. .. _class_RigidBody2D_method_apply_torque_impulse:
  522. .. rst-class:: classref-method
  523. |void| **apply_torque_impulse**\ (\ torque\: :ref:`float<class_float>`\ ) :ref:`🔗<class_RigidBody2D_method_apply_torque_impulse>`
  524. Applies a rotational impulse to the body without affecting the position.
  525. 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).
  526. \ **Note:** :ref:`inertia<class_RigidBody2D_property_inertia>` is required for this to work. To have :ref:`inertia<class_RigidBody2D_property_inertia>`, an active :ref:`CollisionShape2D<class_CollisionShape2D>` must be a child of the node, or you can manually set :ref:`inertia<class_RigidBody2D_property_inertia>`.
  527. .. rst-class:: classref-item-separator
  528. ----
  529. .. _class_RigidBody2D_method_get_colliding_bodies:
  530. .. rst-class:: classref-method
  531. :ref:`Array<class_Array>`\[:ref:`Node2D<class_Node2D>`\] **get_colliding_bodies**\ (\ ) |const| :ref:`🔗<class_RigidBody2D_method_get_colliding_bodies>`
  532. Returns a list of the bodies colliding with this one. Requires :ref:`contact_monitor<class_RigidBody2D_property_contact_monitor>` to be set to ``true`` and :ref:`max_contacts_reported<class_RigidBody2D_property_max_contacts_reported>` to be set high enough to detect all the collisions.
  533. \ **Note:** The result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead.
  534. .. rst-class:: classref-item-separator
  535. ----
  536. .. _class_RigidBody2D_method_get_contact_count:
  537. .. rst-class:: classref-method
  538. :ref:`int<class_int>` **get_contact_count**\ (\ ) |const| :ref:`🔗<class_RigidBody2D_method_get_contact_count>`
  539. Returns the number of contacts this body has with other bodies. By default, this returns 0 unless bodies are configured to monitor contacts (see :ref:`contact_monitor<class_RigidBody2D_property_contact_monitor>`).
  540. \ **Note:** To retrieve the colliding bodies, use :ref:`get_colliding_bodies()<class_RigidBody2D_method_get_colliding_bodies>`.
  541. .. rst-class:: classref-item-separator
  542. ----
  543. .. _class_RigidBody2D_method_set_axis_velocity:
  544. .. rst-class:: classref-method
  545. |void| **set_axis_velocity**\ (\ axis_velocity\: :ref:`Vector2<class_Vector2>`\ ) :ref:`🔗<class_RigidBody2D_method_set_axis_velocity>`
  546. Sets the body's velocity on the given axis. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.
  547. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
  548. .. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`
  549. .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
  550. .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
  551. .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
  552. .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
  553. .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`
  554. .. |bitfield| replace:: :abbr:`BitField (This value is an integer composed as a bitmask of the following flags.)`
  555. .. |void| replace:: :abbr:`void (No return value.)`