class_rigidbody2d.rst 53 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. - :doc:`Physics introduction <../tutorials/physics/physics_introduction>`
  25. - :doc:`Troubleshooting physics issues <../tutorials/physics/troubleshooting_physics_issues>`
  26. - `2D Physics Platformer Demo <https://godotengine.org/asset-library/asset/2725>`__
  27. - `Instancing Demo <https://godotengine.org/asset-library/asset/2716>`__
  28. .. rst-class:: classref-reftable-group
  29. Properties
  30. ----------
  31. .. table::
  32. :widths: auto
  33. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  34. | :ref:`float<class_float>` | :ref:`angular_damp<class_RigidBody2D_property_angular_damp>` | ``0.0`` |
  35. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  36. | :ref:`DampMode<enum_RigidBody2D_DampMode>` | :ref:`angular_damp_mode<class_RigidBody2D_property_angular_damp_mode>` | ``0`` |
  37. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  38. | :ref:`float<class_float>` | :ref:`angular_velocity<class_RigidBody2D_property_angular_velocity>` | ``0.0`` |
  39. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  40. | :ref:`bool<class_bool>` | :ref:`can_sleep<class_RigidBody2D_property_can_sleep>` | ``true`` |
  41. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  42. | :ref:`Vector2<class_Vector2>` | :ref:`center_of_mass<class_RigidBody2D_property_center_of_mass>` | ``Vector2(0, 0)`` |
  43. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  44. | :ref:`CenterOfMassMode<enum_RigidBody2D_CenterOfMassMode>` | :ref:`center_of_mass_mode<class_RigidBody2D_property_center_of_mass_mode>` | ``0`` |
  45. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  46. | :ref:`Vector2<class_Vector2>` | :ref:`constant_force<class_RigidBody2D_property_constant_force>` | ``Vector2(0, 0)`` |
  47. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  48. | :ref:`float<class_float>` | :ref:`constant_torque<class_RigidBody2D_property_constant_torque>` | ``0.0`` |
  49. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  50. | :ref:`bool<class_bool>` | :ref:`contact_monitor<class_RigidBody2D_property_contact_monitor>` | ``false`` |
  51. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  52. | :ref:`CCDMode<enum_RigidBody2D_CCDMode>` | :ref:`continuous_cd<class_RigidBody2D_property_continuous_cd>` | ``0`` |
  53. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  54. | :ref:`bool<class_bool>` | :ref:`custom_integrator<class_RigidBody2D_property_custom_integrator>` | ``false`` |
  55. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  56. | :ref:`bool<class_bool>` | :ref:`freeze<class_RigidBody2D_property_freeze>` | ``false`` |
  57. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  58. | :ref:`FreezeMode<enum_RigidBody2D_FreezeMode>` | :ref:`freeze_mode<class_RigidBody2D_property_freeze_mode>` | ``0`` |
  59. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  60. | :ref:`float<class_float>` | :ref:`gravity_scale<class_RigidBody2D_property_gravity_scale>` | ``1.0`` |
  61. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  62. | :ref:`float<class_float>` | :ref:`inertia<class_RigidBody2D_property_inertia>` | ``0.0`` |
  63. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  64. | :ref:`float<class_float>` | :ref:`linear_damp<class_RigidBody2D_property_linear_damp>` | ``0.0`` |
  65. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  66. | :ref:`DampMode<enum_RigidBody2D_DampMode>` | :ref:`linear_damp_mode<class_RigidBody2D_property_linear_damp_mode>` | ``0`` |
  67. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  68. | :ref:`Vector2<class_Vector2>` | :ref:`linear_velocity<class_RigidBody2D_property_linear_velocity>` | ``Vector2(0, 0)`` |
  69. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  70. | :ref:`bool<class_bool>` | :ref:`lock_rotation<class_RigidBody2D_property_lock_rotation>` | ``false`` |
  71. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  72. | :ref:`float<class_float>` | :ref:`mass<class_RigidBody2D_property_mass>` | ``1.0`` |
  73. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  74. | :ref:`int<class_int>` | :ref:`max_contacts_reported<class_RigidBody2D_property_max_contacts_reported>` | ``0`` |
  75. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  76. | :ref:`PhysicsMaterial<class_PhysicsMaterial>` | :ref:`physics_material_override<class_RigidBody2D_property_physics_material_override>` | |
  77. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  78. | :ref:`bool<class_bool>` | :ref:`sleeping<class_RigidBody2D_property_sleeping>` | ``false`` |
  79. +------------------------------------------------------------+----------------------------------------------------------------------------------------+-------------------+
  80. .. rst-class:: classref-reftable-group
  81. Methods
  82. -------
  83. .. table::
  84. :widths: auto
  85. +----------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  86. | |void| | :ref:`_integrate_forces<class_RigidBody2D_private_method__integrate_forces>`\ (\ state\: :ref:`PhysicsDirectBodyState2D<class_PhysicsDirectBodyState2D>`\ ) |virtual| |
  87. +----------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  88. | |void| | :ref:`add_constant_central_force<class_RigidBody2D_method_add_constant_central_force>`\ (\ force\: :ref:`Vector2<class_Vector2>`\ ) |
  89. +----------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  90. | |void| | :ref:`add_constant_force<class_RigidBody2D_method_add_constant_force>`\ (\ force\: :ref:`Vector2<class_Vector2>`, position\: :ref:`Vector2<class_Vector2>` = Vector2(0, 0)\ ) |
  91. +----------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  92. | |void| | :ref:`add_constant_torque<class_RigidBody2D_method_add_constant_torque>`\ (\ torque\: :ref:`float<class_float>`\ ) |
  93. +----------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  94. | |void| | :ref:`apply_central_force<class_RigidBody2D_method_apply_central_force>`\ (\ force\: :ref:`Vector2<class_Vector2>`\ ) |
  95. +----------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  96. | |void| | :ref:`apply_central_impulse<class_RigidBody2D_method_apply_central_impulse>`\ (\ impulse\: :ref:`Vector2<class_Vector2>` = Vector2(0, 0)\ ) |
  97. +----------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  98. | |void| | :ref:`apply_force<class_RigidBody2D_method_apply_force>`\ (\ force\: :ref:`Vector2<class_Vector2>`, position\: :ref:`Vector2<class_Vector2>` = Vector2(0, 0)\ ) |
  99. +----------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  100. | |void| | :ref:`apply_impulse<class_RigidBody2D_method_apply_impulse>`\ (\ impulse\: :ref:`Vector2<class_Vector2>`, position\: :ref:`Vector2<class_Vector2>` = Vector2(0, 0)\ ) |
  101. +----------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  102. | |void| | :ref:`apply_torque<class_RigidBody2D_method_apply_torque>`\ (\ torque\: :ref:`float<class_float>`\ ) |
  103. +----------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  104. | |void| | :ref:`apply_torque_impulse<class_RigidBody2D_method_apply_torque_impulse>`\ (\ torque\: :ref:`float<class_float>`\ ) |
  105. +----------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  106. | :ref:`Array<class_Array>`\[:ref:`Node2D<class_Node2D>`\] | :ref:`get_colliding_bodies<class_RigidBody2D_method_get_colliding_bodies>`\ (\ ) |const| |
  107. +----------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  108. | :ref:`int<class_int>` | :ref:`get_contact_count<class_RigidBody2D_method_get_contact_count>`\ (\ ) |const| |
  109. +----------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  110. | |void| | :ref:`set_axis_velocity<class_RigidBody2D_method_set_axis_velocity>`\ (\ axis_velocity\: :ref:`Vector2<class_Vector2>`\ ) |
  111. +----------------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
  112. .. rst-class:: classref-section-separator
  113. ----
  114. .. rst-class:: classref-descriptions-group
  115. Signals
  116. -------
  117. .. _class_RigidBody2D_signal_body_entered:
  118. .. rst-class:: classref-signal
  119. **body_entered**\ (\ body\: :ref:`Node<class_Node>`\ ) :ref:`🔗<class_RigidBody2D_signal_body_entered>`
  120. 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.
  121. \ ``body`` the :ref:`Node<class_Node>`, if it exists in the tree, of the other :ref:`PhysicsBody2D<class_PhysicsBody2D>` or :ref:`TileMap<class_TileMap>`.
  122. .. rst-class:: classref-item-separator
  123. ----
  124. .. _class_RigidBody2D_signal_body_exited:
  125. .. rst-class:: classref-signal
  126. **body_exited**\ (\ body\: :ref:`Node<class_Node>`\ ) :ref:`🔗<class_RigidBody2D_signal_body_exited>`
  127. 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.
  128. \ ``body`` the :ref:`Node<class_Node>`, if it exists in the tree, of the other :ref:`PhysicsBody2D<class_PhysicsBody2D>` or :ref:`TileMap<class_TileMap>`.
  129. .. rst-class:: classref-item-separator
  130. ----
  131. .. _class_RigidBody2D_signal_body_shape_entered:
  132. .. rst-class:: classref-signal
  133. **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>`
  134. 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.
  135. \ ``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>`.
  136. \ ``body`` the :ref:`Node<class_Node>`, if it exists in the tree, of the other :ref:`PhysicsBody2D<class_PhysicsBody2D>` or :ref:`TileMap<class_TileMap>`.
  137. \ ``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))``.
  138. \ ``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))``.
  139. .. rst-class:: classref-item-separator
  140. ----
  141. .. _class_RigidBody2D_signal_body_shape_exited:
  142. .. rst-class:: classref-signal
  143. **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>`
  144. 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.
  145. \ ``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>`.
  146. \ ``body`` the :ref:`Node<class_Node>`, if it exists in the tree, of the other :ref:`PhysicsBody2D<class_PhysicsBody2D>` or :ref:`TileMap<class_TileMap>`.
  147. \ ``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))``.
  148. \ ``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))``.
  149. .. rst-class:: classref-item-separator
  150. ----
  151. .. _class_RigidBody2D_signal_sleeping_state_changed:
  152. .. rst-class:: classref-signal
  153. **sleeping_state_changed**\ (\ ) :ref:`🔗<class_RigidBody2D_signal_sleeping_state_changed>`
  154. Emitted when the physics engine changes the body's sleeping state.
  155. \ **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.
  156. .. rst-class:: classref-section-separator
  157. ----
  158. .. rst-class:: classref-descriptions-group
  159. Enumerations
  160. ------------
  161. .. _enum_RigidBody2D_FreezeMode:
  162. .. rst-class:: classref-enumeration
  163. enum **FreezeMode**: :ref:`🔗<enum_RigidBody2D_FreezeMode>`
  164. .. _class_RigidBody2D_constant_FREEZE_MODE_STATIC:
  165. .. rst-class:: classref-enumeration-constant
  166. :ref:`FreezeMode<enum_RigidBody2D_FreezeMode>` **FREEZE_MODE_STATIC** = ``0``
  167. 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.
  168. .. _class_RigidBody2D_constant_FREEZE_MODE_KINEMATIC:
  169. .. rst-class:: classref-enumeration-constant
  170. :ref:`FreezeMode<enum_RigidBody2D_FreezeMode>` **FREEZE_MODE_KINEMATIC** = ``1``
  171. 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.
  172. .. rst-class:: classref-item-separator
  173. ----
  174. .. _enum_RigidBody2D_CenterOfMassMode:
  175. .. rst-class:: classref-enumeration
  176. enum **CenterOfMassMode**: :ref:`🔗<enum_RigidBody2D_CenterOfMassMode>`
  177. .. _class_RigidBody2D_constant_CENTER_OF_MASS_MODE_AUTO:
  178. .. rst-class:: classref-enumeration-constant
  179. :ref:`CenterOfMassMode<enum_RigidBody2D_CenterOfMassMode>` **CENTER_OF_MASS_MODE_AUTO** = ``0``
  180. 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.
  181. .. _class_RigidBody2D_constant_CENTER_OF_MASS_MODE_CUSTOM:
  182. .. rst-class:: classref-enumeration-constant
  183. :ref:`CenterOfMassMode<enum_RigidBody2D_CenterOfMassMode>` **CENTER_OF_MASS_MODE_CUSTOM** = ``1``
  184. 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.
  185. .. rst-class:: classref-item-separator
  186. ----
  187. .. _enum_RigidBody2D_DampMode:
  188. .. rst-class:: classref-enumeration
  189. enum **DampMode**: :ref:`🔗<enum_RigidBody2D_DampMode>`
  190. .. _class_RigidBody2D_constant_DAMP_MODE_COMBINE:
  191. .. rst-class:: classref-enumeration-constant
  192. :ref:`DampMode<enum_RigidBody2D_DampMode>` **DAMP_MODE_COMBINE** = ``0``
  193. In this mode, the body's damping value is added to any value set in areas or the default value.
  194. .. _class_RigidBody2D_constant_DAMP_MODE_REPLACE:
  195. .. rst-class:: classref-enumeration-constant
  196. :ref:`DampMode<enum_RigidBody2D_DampMode>` **DAMP_MODE_REPLACE** = ``1``
  197. In this mode, the body's damping value replaces any value set in areas or the default value.
  198. .. rst-class:: classref-item-separator
  199. ----
  200. .. _enum_RigidBody2D_CCDMode:
  201. .. rst-class:: classref-enumeration
  202. enum **CCDMode**: :ref:`🔗<enum_RigidBody2D_CCDMode>`
  203. .. _class_RigidBody2D_constant_CCD_MODE_DISABLED:
  204. .. rst-class:: classref-enumeration-constant
  205. :ref:`CCDMode<enum_RigidBody2D_CCDMode>` **CCD_MODE_DISABLED** = ``0``
  206. Continuous collision detection disabled. This is the fastest way to detect body collisions, but can miss small, fast-moving objects.
  207. .. _class_RigidBody2D_constant_CCD_MODE_CAST_RAY:
  208. .. rst-class:: classref-enumeration-constant
  209. :ref:`CCDMode<enum_RigidBody2D_CCDMode>` **CCD_MODE_CAST_RAY** = ``1``
  210. Continuous collision detection enabled using raycasting. This is faster than shapecasting but less precise.
  211. .. _class_RigidBody2D_constant_CCD_MODE_CAST_SHAPE:
  212. .. rst-class:: classref-enumeration-constant
  213. :ref:`CCDMode<enum_RigidBody2D_CCDMode>` **CCD_MODE_CAST_SHAPE** = ``2``
  214. Continuous collision detection enabled using shapecasting. This is the slowest CCD method and the most precise.
  215. .. rst-class:: classref-section-separator
  216. ----
  217. .. rst-class:: classref-descriptions-group
  218. Property Descriptions
  219. ---------------------
  220. .. _class_RigidBody2D_property_angular_damp:
  221. .. rst-class:: classref-property
  222. :ref:`float<class_float>` **angular_damp** = ``0.0`` :ref:`🔗<class_RigidBody2D_property_angular_damp>`
  223. .. rst-class:: classref-property-setget
  224. - |void| **set_angular_damp**\ (\ value\: :ref:`float<class_float>`\ )
  225. - :ref:`float<class_float>` **get_angular_damp**\ (\ )
  226. 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.
  227. See :ref:`ProjectSettings.physics/2d/default_angular_damp<class_ProjectSettings_property_physics/2d/default_angular_damp>` for more details about damping.
  228. .. rst-class:: classref-item-separator
  229. ----
  230. .. _class_RigidBody2D_property_angular_damp_mode:
  231. .. rst-class:: classref-property
  232. :ref:`DampMode<enum_RigidBody2D_DampMode>` **angular_damp_mode** = ``0`` :ref:`🔗<class_RigidBody2D_property_angular_damp_mode>`
  233. .. rst-class:: classref-property-setget
  234. - |void| **set_angular_damp_mode**\ (\ value\: :ref:`DampMode<enum_RigidBody2D_DampMode>`\ )
  235. - :ref:`DampMode<enum_RigidBody2D_DampMode>` **get_angular_damp_mode**\ (\ )
  236. Defines how :ref:`angular_damp<class_RigidBody2D_property_angular_damp>` is applied.
  237. .. rst-class:: classref-item-separator
  238. ----
  239. .. _class_RigidBody2D_property_angular_velocity:
  240. .. rst-class:: classref-property
  241. :ref:`float<class_float>` **angular_velocity** = ``0.0`` :ref:`🔗<class_RigidBody2D_property_angular_velocity>`
  242. .. rst-class:: classref-property-setget
  243. - |void| **set_angular_velocity**\ (\ value\: :ref:`float<class_float>`\ )
  244. - :ref:`float<class_float>` **get_angular_velocity**\ (\ )
  245. The body's rotational velocity in *radians* per second.
  246. .. rst-class:: classref-item-separator
  247. ----
  248. .. _class_RigidBody2D_property_can_sleep:
  249. .. rst-class:: classref-property
  250. :ref:`bool<class_bool>` **can_sleep** = ``true`` :ref:`🔗<class_RigidBody2D_property_can_sleep>`
  251. .. rst-class:: classref-property-setget
  252. - |void| **set_can_sleep**\ (\ value\: :ref:`bool<class_bool>`\ )
  253. - :ref:`bool<class_bool>` **is_able_to_sleep**\ (\ )
  254. If ``true``, the body can enter sleep mode when there is no movement. See :ref:`sleeping<class_RigidBody2D_property_sleeping>`.
  255. .. rst-class:: classref-item-separator
  256. ----
  257. .. _class_RigidBody2D_property_center_of_mass:
  258. .. rst-class:: classref-property
  259. :ref:`Vector2<class_Vector2>` **center_of_mass** = ``Vector2(0, 0)`` :ref:`🔗<class_RigidBody2D_property_center_of_mass>`
  260. .. rst-class:: classref-property-setget
  261. - |void| **set_center_of_mass**\ (\ value\: :ref:`Vector2<class_Vector2>`\ )
  262. - :ref:`Vector2<class_Vector2>` **get_center_of_mass**\ (\ )
  263. 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.
  264. 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 determined, but this does not update the value of :ref:`center_of_mass<class_RigidBody2D_property_center_of_mass>`.
  265. .. rst-class:: classref-item-separator
  266. ----
  267. .. _class_RigidBody2D_property_center_of_mass_mode:
  268. .. rst-class:: classref-property
  269. :ref:`CenterOfMassMode<enum_RigidBody2D_CenterOfMassMode>` **center_of_mass_mode** = ``0`` :ref:`🔗<class_RigidBody2D_property_center_of_mass_mode>`
  270. .. rst-class:: classref-property-setget
  271. - |void| **set_center_of_mass_mode**\ (\ value\: :ref:`CenterOfMassMode<enum_RigidBody2D_CenterOfMassMode>`\ )
  272. - :ref:`CenterOfMassMode<enum_RigidBody2D_CenterOfMassMode>` **get_center_of_mass_mode**\ (\ )
  273. Defines the way the body's center of mass is set.
  274. .. rst-class:: classref-item-separator
  275. ----
  276. .. _class_RigidBody2D_property_constant_force:
  277. .. rst-class:: classref-property
  278. :ref:`Vector2<class_Vector2>` **constant_force** = ``Vector2(0, 0)`` :ref:`🔗<class_RigidBody2D_property_constant_force>`
  279. .. rst-class:: classref-property-setget
  280. - |void| **set_constant_force**\ (\ value\: :ref:`Vector2<class_Vector2>`\ )
  281. - :ref:`Vector2<class_Vector2>` **get_constant_force**\ (\ )
  282. The body's total constant positional forces applied during each physics update.
  283. See :ref:`add_constant_force()<class_RigidBody2D_method_add_constant_force>` and :ref:`add_constant_central_force()<class_RigidBody2D_method_add_constant_central_force>`.
  284. .. rst-class:: classref-item-separator
  285. ----
  286. .. _class_RigidBody2D_property_constant_torque:
  287. .. rst-class:: classref-property
  288. :ref:`float<class_float>` **constant_torque** = ``0.0`` :ref:`🔗<class_RigidBody2D_property_constant_torque>`
  289. .. rst-class:: classref-property-setget
  290. - |void| **set_constant_torque**\ (\ value\: :ref:`float<class_float>`\ )
  291. - :ref:`float<class_float>` **get_constant_torque**\ (\ )
  292. The body's total constant rotational forces applied during each physics update.
  293. See :ref:`add_constant_torque()<class_RigidBody2D_method_add_constant_torque>`.
  294. .. rst-class:: classref-item-separator
  295. ----
  296. .. _class_RigidBody2D_property_contact_monitor:
  297. .. rst-class:: classref-property
  298. :ref:`bool<class_bool>` **contact_monitor** = ``false`` :ref:`🔗<class_RigidBody2D_property_contact_monitor>`
  299. .. rst-class:: classref-property-setget
  300. - |void| **set_contact_monitor**\ (\ value\: :ref:`bool<class_bool>`\ )
  301. - :ref:`bool<class_bool>` **is_contact_monitor_enabled**\ (\ )
  302. If ``true``, the RigidBody2D will emit signals when it collides with another body.
  303. \ **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>`.
  304. .. rst-class:: classref-item-separator
  305. ----
  306. .. _class_RigidBody2D_property_continuous_cd:
  307. .. rst-class:: classref-property
  308. :ref:`CCDMode<enum_RigidBody2D_CCDMode>` **continuous_cd** = ``0`` :ref:`🔗<class_RigidBody2D_property_continuous_cd>`
  309. .. rst-class:: classref-property-setget
  310. - |void| **set_continuous_collision_detection_mode**\ (\ value\: :ref:`CCDMode<enum_RigidBody2D_CCDMode>`\ )
  311. - :ref:`CCDMode<enum_RigidBody2D_CCDMode>` **get_continuous_collision_detection_mode**\ (\ )
  312. Continuous collision detection mode.
  313. 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.
  314. .. rst-class:: classref-item-separator
  315. ----
  316. .. _class_RigidBody2D_property_custom_integrator:
  317. .. rst-class:: classref-property
  318. :ref:`bool<class_bool>` **custom_integrator** = ``false`` :ref:`🔗<class_RigidBody2D_property_custom_integrator>`
  319. .. rst-class:: classref-property-setget
  320. - |void| **set_use_custom_integrator**\ (\ value\: :ref:`bool<class_bool>`\ )
  321. - :ref:`bool<class_bool>` **is_using_custom_integrator**\ (\ )
  322. 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.
  323. Setting this property will call the method :ref:`PhysicsServer2D.body_set_omit_force_integration()<class_PhysicsServer2D_method_body_set_omit_force_integration>` internally.
  324. .. rst-class:: classref-item-separator
  325. ----
  326. .. _class_RigidBody2D_property_freeze:
  327. .. rst-class:: classref-property
  328. :ref:`bool<class_bool>` **freeze** = ``false`` :ref:`🔗<class_RigidBody2D_property_freeze>`
  329. .. rst-class:: classref-property-setget
  330. - |void| **set_freeze_enabled**\ (\ value\: :ref:`bool<class_bool>`\ )
  331. - :ref:`bool<class_bool>` **is_freeze_enabled**\ (\ )
  332. If ``true``, the body is frozen. Gravity and forces are not applied anymore.
  333. See :ref:`freeze_mode<class_RigidBody2D_property_freeze_mode>` to set the body's behavior when frozen.
  334. For a body that is always frozen, use :ref:`StaticBody2D<class_StaticBody2D>` or :ref:`AnimatableBody2D<class_AnimatableBody2D>` instead.
  335. .. rst-class:: classref-item-separator
  336. ----
  337. .. _class_RigidBody2D_property_freeze_mode:
  338. .. rst-class:: classref-property
  339. :ref:`FreezeMode<enum_RigidBody2D_FreezeMode>` **freeze_mode** = ``0`` :ref:`🔗<class_RigidBody2D_property_freeze_mode>`
  340. .. rst-class:: classref-property-setget
  341. - |void| **set_freeze_mode**\ (\ value\: :ref:`FreezeMode<enum_RigidBody2D_FreezeMode>`\ )
  342. - :ref:`FreezeMode<enum_RigidBody2D_FreezeMode>` **get_freeze_mode**\ (\ )
  343. The body's freeze mode. Can be used to set the body's behavior when :ref:`freeze<class_RigidBody2D_property_freeze>` is enabled.
  344. For a body that is always frozen, use :ref:`StaticBody2D<class_StaticBody2D>` or :ref:`AnimatableBody2D<class_AnimatableBody2D>` instead.
  345. .. rst-class:: classref-item-separator
  346. ----
  347. .. _class_RigidBody2D_property_gravity_scale:
  348. .. rst-class:: classref-property
  349. :ref:`float<class_float>` **gravity_scale** = ``1.0`` :ref:`🔗<class_RigidBody2D_property_gravity_scale>`
  350. .. rst-class:: classref-property-setget
  351. - |void| **set_gravity_scale**\ (\ value\: :ref:`float<class_float>`\ )
  352. - :ref:`float<class_float>` **get_gravity_scale**\ (\ )
  353. 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.
  354. .. rst-class:: classref-item-separator
  355. ----
  356. .. _class_RigidBody2D_property_inertia:
  357. .. rst-class:: classref-property
  358. :ref:`float<class_float>` **inertia** = ``0.0`` :ref:`🔗<class_RigidBody2D_property_inertia>`
  359. .. rst-class:: classref-property-setget
  360. - |void| **set_inertia**\ (\ value\: :ref:`float<class_float>`\ )
  361. - :ref:`float<class_float>` **get_inertia**\ (\ )
  362. 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.
  363. If set to ``0``, inertia is automatically computed (default value).
  364. \ **Note:** This value does not change when inertia is automatically computed. Use :ref:`PhysicsServer2D<class_PhysicsServer2D>` to get the computed inertia.
  365. .. tabs::
  366. .. code-tab:: gdscript
  367. @onready var ball = $Ball
  368. func get_ball_inertia():
  369. return 1.0 / PhysicsServer2D.body_get_direct_state(ball.get_rid()).inverse_inertia
  370. .. code-tab:: csharp
  371. private RigidBody2D _ball;
  372. public override void _Ready()
  373. {
  374. _ball = GetNode<RigidBody2D>("Ball");
  375. }
  376. private float GetBallInertia()
  377. {
  378. return 1.0f / PhysicsServer2D.BodyGetDirectState(_ball.GetRid()).InverseInertia;
  379. }
  380. .. rst-class:: classref-item-separator
  381. ----
  382. .. _class_RigidBody2D_property_linear_damp:
  383. .. rst-class:: classref-property
  384. :ref:`float<class_float>` **linear_damp** = ``0.0`` :ref:`🔗<class_RigidBody2D_property_linear_damp>`
  385. .. rst-class:: classref-property-setget
  386. - |void| **set_linear_damp**\ (\ value\: :ref:`float<class_float>`\ )
  387. - :ref:`float<class_float>` **get_linear_damp**\ (\ )
  388. 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.
  389. See :ref:`ProjectSettings.physics/2d/default_linear_damp<class_ProjectSettings_property_physics/2d/default_linear_damp>` for more details about damping.
  390. .. rst-class:: classref-item-separator
  391. ----
  392. .. _class_RigidBody2D_property_linear_damp_mode:
  393. .. rst-class:: classref-property
  394. :ref:`DampMode<enum_RigidBody2D_DampMode>` **linear_damp_mode** = ``0`` :ref:`🔗<class_RigidBody2D_property_linear_damp_mode>`
  395. .. rst-class:: classref-property-setget
  396. - |void| **set_linear_damp_mode**\ (\ value\: :ref:`DampMode<enum_RigidBody2D_DampMode>`\ )
  397. - :ref:`DampMode<enum_RigidBody2D_DampMode>` **get_linear_damp_mode**\ (\ )
  398. Defines how :ref:`linear_damp<class_RigidBody2D_property_linear_damp>` is applied.
  399. .. rst-class:: classref-item-separator
  400. ----
  401. .. _class_RigidBody2D_property_linear_velocity:
  402. .. rst-class:: classref-property
  403. :ref:`Vector2<class_Vector2>` **linear_velocity** = ``Vector2(0, 0)`` :ref:`🔗<class_RigidBody2D_property_linear_velocity>`
  404. .. rst-class:: classref-property-setget
  405. - |void| **set_linear_velocity**\ (\ value\: :ref:`Vector2<class_Vector2>`\ )
  406. - :ref:`Vector2<class_Vector2>` **get_linear_velocity**\ (\ )
  407. 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.
  408. .. rst-class:: classref-item-separator
  409. ----
  410. .. _class_RigidBody2D_property_lock_rotation:
  411. .. rst-class:: classref-property
  412. :ref:`bool<class_bool>` **lock_rotation** = ``false`` :ref:`🔗<class_RigidBody2D_property_lock_rotation>`
  413. .. rst-class:: classref-property-setget
  414. - |void| **set_lock_rotation_enabled**\ (\ value\: :ref:`bool<class_bool>`\ )
  415. - :ref:`bool<class_bool>` **is_lock_rotation_enabled**\ (\ )
  416. If ``true``, the body cannot rotate. Gravity and forces only apply linear movement.
  417. .. rst-class:: classref-item-separator
  418. ----
  419. .. _class_RigidBody2D_property_mass:
  420. .. rst-class:: classref-property
  421. :ref:`float<class_float>` **mass** = ``1.0`` :ref:`🔗<class_RigidBody2D_property_mass>`
  422. .. rst-class:: classref-property-setget
  423. - |void| **set_mass**\ (\ value\: :ref:`float<class_float>`\ )
  424. - :ref:`float<class_float>` **get_mass**\ (\ )
  425. The body's mass.
  426. .. rst-class:: classref-item-separator
  427. ----
  428. .. _class_RigidBody2D_property_max_contacts_reported:
  429. .. rst-class:: classref-property
  430. :ref:`int<class_int>` **max_contacts_reported** = ``0`` :ref:`🔗<class_RigidBody2D_property_max_contacts_reported>`
  431. .. rst-class:: classref-property-setget
  432. - |void| **set_max_contacts_reported**\ (\ value\: :ref:`int<class_int>`\ )
  433. - :ref:`int<class_int>` **get_max_contacts_reported**\ (\ )
  434. 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.
  435. \ **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).
  436. .. rst-class:: classref-item-separator
  437. ----
  438. .. _class_RigidBody2D_property_physics_material_override:
  439. .. rst-class:: classref-property
  440. :ref:`PhysicsMaterial<class_PhysicsMaterial>` **physics_material_override** :ref:`🔗<class_RigidBody2D_property_physics_material_override>`
  441. .. rst-class:: classref-property-setget
  442. - |void| **set_physics_material_override**\ (\ value\: :ref:`PhysicsMaterial<class_PhysicsMaterial>`\ )
  443. - :ref:`PhysicsMaterial<class_PhysicsMaterial>` **get_physics_material_override**\ (\ )
  444. The physics material override for the body.
  445. If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.
  446. .. rst-class:: classref-item-separator
  447. ----
  448. .. _class_RigidBody2D_property_sleeping:
  449. .. rst-class:: classref-property
  450. :ref:`bool<class_bool>` **sleeping** = ``false`` :ref:`🔗<class_RigidBody2D_property_sleeping>`
  451. .. rst-class:: classref-property-setget
  452. - |void| **set_sleeping**\ (\ value\: :ref:`bool<class_bool>`\ )
  453. - :ref:`bool<class_bool>` **is_sleeping**\ (\ )
  454. 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.
  455. .. rst-class:: classref-section-separator
  456. ----
  457. .. rst-class:: classref-descriptions-group
  458. Method Descriptions
  459. -------------------
  460. .. _class_RigidBody2D_private_method__integrate_forces:
  461. .. rst-class:: classref-method
  462. |void| **_integrate_forces**\ (\ state\: :ref:`PhysicsDirectBodyState2D<class_PhysicsDirectBodyState2D>`\ ) |virtual| :ref:`🔗<class_RigidBody2D_private_method__integrate_forces>`
  463. 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.
  464. .. rst-class:: classref-item-separator
  465. ----
  466. .. _class_RigidBody2D_method_add_constant_central_force:
  467. .. rst-class:: classref-method
  468. |void| **add_constant_central_force**\ (\ force\: :ref:`Vector2<class_Vector2>`\ ) :ref:`🔗<class_RigidBody2D_method_add_constant_central_force>`
  469. Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with ``constant_force = Vector2(0, 0)``.
  470. This is equivalent to using :ref:`add_constant_force()<class_RigidBody2D_method_add_constant_force>` at the body's center of mass.
  471. .. rst-class:: classref-item-separator
  472. ----
  473. .. _class_RigidBody2D_method_add_constant_force:
  474. .. rst-class:: classref-method
  475. |void| **add_constant_force**\ (\ force\: :ref:`Vector2<class_Vector2>`, position\: :ref:`Vector2<class_Vector2>` = Vector2(0, 0)\ ) :ref:`🔗<class_RigidBody2D_method_add_constant_force>`
  476. Adds a constant positioned force to the body that keeps being applied over time until cleared with ``constant_force = Vector2(0, 0)``.
  477. \ ``position`` is the offset from the body origin in global coordinates.
  478. .. rst-class:: classref-item-separator
  479. ----
  480. .. _class_RigidBody2D_method_add_constant_torque:
  481. .. rst-class:: classref-method
  482. |void| **add_constant_torque**\ (\ torque\: :ref:`float<class_float>`\ ) :ref:`🔗<class_RigidBody2D_method_add_constant_torque>`
  483. Adds a constant rotational force without affecting position that keeps being applied over time until cleared with ``constant_torque = 0``.
  484. .. rst-class:: classref-item-separator
  485. ----
  486. .. _class_RigidBody2D_method_apply_central_force:
  487. .. rst-class:: classref-method
  488. |void| **apply_central_force**\ (\ force\: :ref:`Vector2<class_Vector2>`\ ) :ref:`🔗<class_RigidBody2D_method_apply_central_force>`
  489. Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.
  490. This is equivalent to using :ref:`apply_force()<class_RigidBody2D_method_apply_force>` at the body's center of mass.
  491. .. rst-class:: classref-item-separator
  492. ----
  493. .. _class_RigidBody2D_method_apply_central_impulse:
  494. .. rst-class:: classref-method
  495. |void| **apply_central_impulse**\ (\ impulse\: :ref:`Vector2<class_Vector2>` = Vector2(0, 0)\ ) :ref:`🔗<class_RigidBody2D_method_apply_central_impulse>`
  496. Applies a directional impulse without affecting rotation.
  497. 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).
  498. This is equivalent to using :ref:`apply_impulse()<class_RigidBody2D_method_apply_impulse>` at the body's center of mass.
  499. .. rst-class:: classref-item-separator
  500. ----
  501. .. _class_RigidBody2D_method_apply_force:
  502. .. rst-class:: classref-method
  503. |void| **apply_force**\ (\ force\: :ref:`Vector2<class_Vector2>`, position\: :ref:`Vector2<class_Vector2>` = Vector2(0, 0)\ ) :ref:`🔗<class_RigidBody2D_method_apply_force>`
  504. Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.
  505. \ ``position`` is the offset from the body origin in global coordinates.
  506. .. rst-class:: classref-item-separator
  507. ----
  508. .. _class_RigidBody2D_method_apply_impulse:
  509. .. rst-class:: classref-method
  510. |void| **apply_impulse**\ (\ impulse\: :ref:`Vector2<class_Vector2>`, position\: :ref:`Vector2<class_Vector2>` = Vector2(0, 0)\ ) :ref:`🔗<class_RigidBody2D_method_apply_impulse>`
  511. Applies a positioned impulse to the body.
  512. 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).
  513. \ ``position`` is the offset from the body origin in global coordinates.
  514. .. rst-class:: classref-item-separator
  515. ----
  516. .. _class_RigidBody2D_method_apply_torque:
  517. .. rst-class:: classref-method
  518. |void| **apply_torque**\ (\ torque\: :ref:`float<class_float>`\ ) :ref:`🔗<class_RigidBody2D_method_apply_torque>`
  519. Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
  520. \ **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>`.
  521. .. rst-class:: classref-item-separator
  522. ----
  523. .. _class_RigidBody2D_method_apply_torque_impulse:
  524. .. rst-class:: classref-method
  525. |void| **apply_torque_impulse**\ (\ torque\: :ref:`float<class_float>`\ ) :ref:`🔗<class_RigidBody2D_method_apply_torque_impulse>`
  526. Applies a rotational impulse to the body without affecting the position.
  527. 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).
  528. \ **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>`.
  529. .. rst-class:: classref-item-separator
  530. ----
  531. .. _class_RigidBody2D_method_get_colliding_bodies:
  532. .. rst-class:: classref-method
  533. :ref:`Array<class_Array>`\[:ref:`Node2D<class_Node2D>`\] **get_colliding_bodies**\ (\ ) |const| :ref:`🔗<class_RigidBody2D_method_get_colliding_bodies>`
  534. 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.
  535. \ **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.
  536. .. rst-class:: classref-item-separator
  537. ----
  538. .. _class_RigidBody2D_method_get_contact_count:
  539. .. rst-class:: classref-method
  540. :ref:`int<class_int>` **get_contact_count**\ (\ ) |const| :ref:`🔗<class_RigidBody2D_method_get_contact_count>`
  541. 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>`).
  542. \ **Note:** To retrieve the colliding bodies, use :ref:`get_colliding_bodies()<class_RigidBody2D_method_get_colliding_bodies>`.
  543. .. rst-class:: classref-item-separator
  544. ----
  545. .. _class_RigidBody2D_method_set_axis_velocity:
  546. .. rst-class:: classref-method
  547. |void| **set_axis_velocity**\ (\ axis_velocity\: :ref:`Vector2<class_Vector2>`\ ) :ref:`🔗<class_RigidBody2D_method_set_axis_velocity>`
  548. 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.
  549. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
  550. .. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`
  551. .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
  552. .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
  553. .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
  554. .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
  555. .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`
  556. .. |bitfield| replace:: :abbr:`BitField (This value is an integer composed as a bitmask of the following flags.)`
  557. .. |void| replace:: :abbr:`void (No return value.)`