:github_url: hide .. Generated automatically by doc/tools/make_rst.py in Godot's source tree. .. DO NOT EDIT THIS FILE, but the Physics2DDirectBodyState.xml source instead. .. The source is found in doc/classes or modules//doc_classes. .. _class_Physics2DDirectBodyState: Physics2DDirectBodyState ======================== **Inherits:** :ref:`Object` Direct access object to a physics body in the :ref:`Physics2DServer`. Description ----------- Provides direct access to a physics body in the :ref:`Physics2DServer`, allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See :ref:`RigidBody2D._integrate_forces`. Tutorials --------- - :doc:`../tutorials/physics/physics_introduction` - :doc:`../tutorials/physics/ray-casting` Properties ---------- +---------------------------------------+---------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`angular_velocity` | +---------------------------------------+---------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`inverse_inertia` | +---------------------------------------+---------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`inverse_mass` | +---------------------------------------+---------------------------------------------------------------------------------------+ | :ref:`Vector2` | :ref:`linear_velocity` | +---------------------------------------+---------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`sleeping` | +---------------------------------------+---------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`step` | +---------------------------------------+---------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`total_angular_damp` | +---------------------------------------+---------------------------------------------------------------------------------------+ | :ref:`Vector2` | :ref:`total_gravity` | +---------------------------------------+---------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`total_linear_damp` | +---------------------------------------+---------------------------------------------------------------------------------------+ | :ref:`Transform2D` | :ref:`transform` | +---------------------------------------+---------------------------------------------------------------------------------------+ Methods ------- +-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`add_central_force` **(** :ref:`Vector2` force **)** | +-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`add_force` **(** :ref:`Vector2` offset, :ref:`Vector2` force **)** | +-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`add_torque` **(** :ref:`float` torque **)** | +-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`apply_central_impulse` **(** :ref:`Vector2` impulse **)** | +-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`apply_impulse` **(** :ref:`Vector2` offset, :ref:`Vector2` impulse **)** | +-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`apply_torque_impulse` **(** :ref:`float` impulse **)** | +-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`RID` | :ref:`get_contact_collider` **(** :ref:`int` contact_idx **)** |const| | +-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`get_contact_collider_id` **(** :ref:`int` contact_idx **)** |const| | +-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Object` | :ref:`get_contact_collider_object` **(** :ref:`int` contact_idx **)** |const| | +-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Vector2` | :ref:`get_contact_collider_position` **(** :ref:`int` contact_idx **)** |const| | +-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`get_contact_collider_shape` **(** :ref:`int` contact_idx **)** |const| | +-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Variant` | :ref:`get_contact_collider_shape_metadata` **(** :ref:`int` contact_idx **)** |const| | +-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Vector2` | :ref:`get_contact_collider_velocity_at_position` **(** :ref:`int` contact_idx **)** |const| | +-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`get_contact_count` **(** **)** |const| | +-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Vector2` | :ref:`get_contact_local_normal` **(** :ref:`int` contact_idx **)** |const| | +-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Vector2` | :ref:`get_contact_local_position` **(** :ref:`int` contact_idx **)** |const| | +-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`get_contact_local_shape` **(** :ref:`int` contact_idx **)** |const| | +-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Physics2DDirectSpaceState` | :ref:`get_space_state` **(** **)** | +-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Vector2` | :ref:`get_velocity_at_local_position` **(** :ref:`Vector2` local_position **)** |const| | +-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`integrate_forces` **(** **)** | +-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ Property Descriptions --------------------- .. _class_Physics2DDirectBodyState_property_angular_velocity: - :ref:`float` **angular_velocity** +----------+-----------------------------+ | *Setter* | set_angular_velocity(value) | +----------+-----------------------------+ | *Getter* | get_angular_velocity() | +----------+-----------------------------+ The body's rotational velocity in *radians* per second. ---- .. _class_Physics2DDirectBodyState_property_inverse_inertia: - :ref:`float` **inverse_inertia** +----------+-----------------------+ | *Getter* | get_inverse_inertia() | +----------+-----------------------+ The inverse of the inertia of the body. ---- .. _class_Physics2DDirectBodyState_property_inverse_mass: - :ref:`float` **inverse_mass** +----------+--------------------+ | *Getter* | get_inverse_mass() | +----------+--------------------+ The inverse of the mass of the body. ---- .. _class_Physics2DDirectBodyState_property_linear_velocity: - :ref:`Vector2` **linear_velocity** +----------+----------------------------+ | *Setter* | set_linear_velocity(value) | +----------+----------------------------+ | *Getter* | get_linear_velocity() | +----------+----------------------------+ The body's linear velocity in pixels per second. ---- .. _class_Physics2DDirectBodyState_property_sleeping: - :ref:`bool` **sleeping** +----------+------------------------+ | *Setter* | set_sleep_state(value) | +----------+------------------------+ | *Getter* | is_sleeping() | +----------+------------------------+ If ``true``, this body is currently sleeping (not active). ---- .. _class_Physics2DDirectBodyState_property_step: - :ref:`float` **step** +----------+------------+ | *Getter* | get_step() | +----------+------------+ The timestep (delta) used for the simulation. ---- .. _class_Physics2DDirectBodyState_property_total_angular_damp: - :ref:`float` **total_angular_damp** +----------+--------------------------+ | *Getter* | get_total_angular_damp() | +----------+--------------------------+ The rate at which the body stops rotating, if there are not any other forces moving it. ---- .. _class_Physics2DDirectBodyState_property_total_gravity: - :ref:`Vector2` **total_gravity** +----------+---------------------+ | *Getter* | get_total_gravity() | +----------+---------------------+ The total gravity vector being currently applied to this body. ---- .. _class_Physics2DDirectBodyState_property_total_linear_damp: - :ref:`float` **total_linear_damp** +----------+-------------------------+ | *Getter* | get_total_linear_damp() | +----------+-------------------------+ The rate at which the body stops moving, if there are not any other forces moving it. ---- .. _class_Physics2DDirectBodyState_property_transform: - :ref:`Transform2D` **transform** +----------+----------------------+ | *Setter* | set_transform(value) | +----------+----------------------+ | *Getter* | get_transform() | +----------+----------------------+ The body's transformation matrix. Method Descriptions ------------------- .. _class_Physics2DDirectBodyState_method_add_central_force: - void **add_central_force** **(** :ref:`Vector2` force **)** Adds a constant directional force without affecting rotation. ---- .. _class_Physics2DDirectBodyState_method_add_force: - void **add_force** **(** :ref:`Vector2` offset, :ref:`Vector2` force **)** Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates. ---- .. _class_Physics2DDirectBodyState_method_add_torque: - void **add_torque** **(** :ref:`float` torque **)** Adds a constant rotational force. ---- .. _class_Physics2DDirectBodyState_method_apply_central_impulse: - void **apply_central_impulse** **(** :ref:`Vector2` impulse **)** Applies a directional impulse without affecting rotation. ---- .. _class_Physics2DDirectBodyState_method_apply_impulse: - void **apply_impulse** **(** :ref:`Vector2` offset, :ref:`Vector2` impulse **)** Applies a positioned impulse to the body. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise). The offset uses the rotation of the global coordinate system, but is centered at the object's origin. ---- .. _class_Physics2DDirectBodyState_method_apply_torque_impulse: - void **apply_torque_impulse** **(** :ref:`float` impulse **)** Applies a rotational impulse to the body. ---- .. _class_Physics2DDirectBodyState_method_get_contact_collider: - :ref:`RID` **get_contact_collider** **(** :ref:`int` contact_idx **)** |const| Returns the collider's :ref:`RID`. ---- .. _class_Physics2DDirectBodyState_method_get_contact_collider_id: - :ref:`int` **get_contact_collider_id** **(** :ref:`int` contact_idx **)** |const| Returns the collider's object id. ---- .. _class_Physics2DDirectBodyState_method_get_contact_collider_object: - :ref:`Object` **get_contact_collider_object** **(** :ref:`int` contact_idx **)** |const| Returns the collider object. This depends on how it was created (will return a scene node if such was used to create it). ---- .. _class_Physics2DDirectBodyState_method_get_contact_collider_position: - :ref:`Vector2` **get_contact_collider_position** **(** :ref:`int` contact_idx **)** |const| Returns the contact position in the collider. ---- .. _class_Physics2DDirectBodyState_method_get_contact_collider_shape: - :ref:`int` **get_contact_collider_shape** **(** :ref:`int` contact_idx **)** |const| Returns the collider's shape index. ---- .. _class_Physics2DDirectBodyState_method_get_contact_collider_shape_metadata: - :ref:`Variant` **get_contact_collider_shape_metadata** **(** :ref:`int` contact_idx **)** |const| Returns the collided shape's metadata. This metadata is different from :ref:`Object.get_meta`, and is set with :ref:`Physics2DServer.shape_set_data`. ---- .. _class_Physics2DDirectBodyState_method_get_contact_collider_velocity_at_position: - :ref:`Vector2` **get_contact_collider_velocity_at_position** **(** :ref:`int` contact_idx **)** |const| Returns the linear velocity vector at the collider's contact point. ---- .. _class_Physics2DDirectBodyState_method_get_contact_count: - :ref:`int` **get_contact_count** **(** **)** |const| Returns the number of contacts this body has with other bodies. **Note:** By default, this returns 0 unless bodies are configured to monitor contacts. See :ref:`RigidBody2D.contact_monitor`. ---- .. _class_Physics2DDirectBodyState_method_get_contact_local_normal: - :ref:`Vector2` **get_contact_local_normal** **(** :ref:`int` contact_idx **)** |const| Returns the local normal at the contact point. ---- .. _class_Physics2DDirectBodyState_method_get_contact_local_position: - :ref:`Vector2` **get_contact_local_position** **(** :ref:`int` contact_idx **)** |const| Returns the local position of the contact point. ---- .. _class_Physics2DDirectBodyState_method_get_contact_local_shape: - :ref:`int` **get_contact_local_shape** **(** :ref:`int` contact_idx **)** |const| Returns the local shape index of the collision. ---- .. _class_Physics2DDirectBodyState_method_get_space_state: - :ref:`Physics2DDirectSpaceState` **get_space_state** **(** **)** Returns the current state of the space, useful for queries. ---- .. _class_Physics2DDirectBodyState_method_get_velocity_at_local_position: - :ref:`Vector2` **get_velocity_at_local_position** **(** :ref:`Vector2` local_position **)** |const| Returns the body's velocity at the given relative position, including both translation and rotation. ---- .. _class_Physics2DDirectBodyState_method_integrate_forces: - void **integrate_forces** **(** **)** Calls the built-in force integration code. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`