pandemonium_engine_docs/classes/class_physics2ddirectbodystate.rst

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.. Generated automatically from Godot engine sources.
.. Generator: https://github.com/godotengine/godot/tree/3.5/doc/tools/make_rst.py.
.. XML source: https://github.com/godotengine/godot/tree/3.5/doc/classes/Physics2DDirectBodyState.xml.
.. _class_Physics2DDirectBodyState:
Physics2DDirectBodyState
========================
**Inherits:** :ref:`Object<class_Object>`
Direct access object to a physics body in the :ref:`Physics2DServer<class_Physics2DServer>`.
Description
-----------
Provides direct access to a physics body in the :ref:`Physics2DServer<class_Physics2DServer>`, allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See :ref:`RigidBody2D._integrate_forces<class_RigidBody2D_method__integrate_forces>`.
Tutorials
---------
- :doc:`Physics introduction <../tutorials/physics/physics_introduction>`
- :doc:`Ray-casting <../tutorials/physics/ray-casting>`
Properties
----------
+---------------------------------------+---------------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`angular_velocity<class_Physics2DDirectBodyState_property_angular_velocity>` |
+---------------------------------------+---------------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`inverse_inertia<class_Physics2DDirectBodyState_property_inverse_inertia>` |
+---------------------------------------+---------------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`inverse_mass<class_Physics2DDirectBodyState_property_inverse_mass>` |
+---------------------------------------+---------------------------------------------------------------------------------------+
| :ref:`Vector2<class_Vector2>` | :ref:`linear_velocity<class_Physics2DDirectBodyState_property_linear_velocity>` |
+---------------------------------------+---------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`sleeping<class_Physics2DDirectBodyState_property_sleeping>` |
+---------------------------------------+---------------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`step<class_Physics2DDirectBodyState_property_step>` |
+---------------------------------------+---------------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`total_angular_damp<class_Physics2DDirectBodyState_property_total_angular_damp>` |
+---------------------------------------+---------------------------------------------------------------------------------------+
| :ref:`Vector2<class_Vector2>` | :ref:`total_gravity<class_Physics2DDirectBodyState_property_total_gravity>` |
+---------------------------------------+---------------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`total_linear_damp<class_Physics2DDirectBodyState_property_total_linear_damp>` |
+---------------------------------------+---------------------------------------------------------------------------------------+
| :ref:`Transform2D<class_Transform2D>` | :ref:`transform<class_Physics2DDirectBodyState_property_transform>` |
+---------------------------------------+---------------------------------------------------------------------------------------+
Methods
-------
+-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`add_central_force<class_Physics2DDirectBodyState_method_add_central_force>` **(** :ref:`Vector2<class_Vector2>` force **)** |
+-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`add_force<class_Physics2DDirectBodyState_method_add_force>` **(** :ref:`Vector2<class_Vector2>` offset, :ref:`Vector2<class_Vector2>` force **)** |
+-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`add_torque<class_Physics2DDirectBodyState_method_add_torque>` **(** :ref:`float<class_float>` torque **)** |
+-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`apply_central_impulse<class_Physics2DDirectBodyState_method_apply_central_impulse>` **(** :ref:`Vector2<class_Vector2>` impulse **)** |
+-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`apply_impulse<class_Physics2DDirectBodyState_method_apply_impulse>` **(** :ref:`Vector2<class_Vector2>` offset, :ref:`Vector2<class_Vector2>` impulse **)** |
+-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`apply_torque_impulse<class_Physics2DDirectBodyState_method_apply_torque_impulse>` **(** :ref:`float<class_float>` impulse **)** |
+-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`RID<class_RID>` | :ref:`get_contact_collider<class_Physics2DDirectBodyState_method_get_contact_collider>` **(** :ref:`int<class_int>` contact_idx **)** |const| |
+-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_contact_collider_id<class_Physics2DDirectBodyState_method_get_contact_collider_id>` **(** :ref:`int<class_int>` contact_idx **)** |const| |
+-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Object<class_Object>` | :ref:`get_contact_collider_object<class_Physics2DDirectBodyState_method_get_contact_collider_object>` **(** :ref:`int<class_int>` contact_idx **)** |const| |
+-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector2<class_Vector2>` | :ref:`get_contact_collider_position<class_Physics2DDirectBodyState_method_get_contact_collider_position>` **(** :ref:`int<class_int>` contact_idx **)** |const| |
+-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_contact_collider_shape<class_Physics2DDirectBodyState_method_get_contact_collider_shape>` **(** :ref:`int<class_int>` contact_idx **)** |const| |
+-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Variant<class_Variant>` | :ref:`get_contact_collider_shape_metadata<class_Physics2DDirectBodyState_method_get_contact_collider_shape_metadata>` **(** :ref:`int<class_int>` contact_idx **)** |const| |
+-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector2<class_Vector2>` | :ref:`get_contact_collider_velocity_at_position<class_Physics2DDirectBodyState_method_get_contact_collider_velocity_at_position>` **(** :ref:`int<class_int>` contact_idx **)** |const| |
+-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_contact_count<class_Physics2DDirectBodyState_method_get_contact_count>` **(** **)** |const| |
+-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector2<class_Vector2>` | :ref:`get_contact_local_normal<class_Physics2DDirectBodyState_method_get_contact_local_normal>` **(** :ref:`int<class_int>` contact_idx **)** |const| |
+-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector2<class_Vector2>` | :ref:`get_contact_local_position<class_Physics2DDirectBodyState_method_get_contact_local_position>` **(** :ref:`int<class_int>` contact_idx **)** |const| |
+-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_contact_local_shape<class_Physics2DDirectBodyState_method_get_contact_local_shape>` **(** :ref:`int<class_int>` contact_idx **)** |const| |
+-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Physics2DDirectSpaceState<class_Physics2DDirectSpaceState>` | :ref:`get_space_state<class_Physics2DDirectBodyState_method_get_space_state>` **(** **)** |
+-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector2<class_Vector2>` | :ref:`get_velocity_at_local_position<class_Physics2DDirectBodyState_method_get_velocity_at_local_position>` **(** :ref:`Vector2<class_Vector2>` local_position **)** |const| |
+-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`integrate_forces<class_Physics2DDirectBodyState_method_integrate_forces>` **(** **)** |
+-------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
Property Descriptions
---------------------
.. _class_Physics2DDirectBodyState_property_angular_velocity:
- :ref:`float<class_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<class_float>` **inverse_inertia**
+----------+-----------------------+
| *Getter* | get_inverse_inertia() |
+----------+-----------------------+
The inverse of the inertia of the body.
----
.. _class_Physics2DDirectBodyState_property_inverse_mass:
- :ref:`float<class_float>` **inverse_mass**
+----------+--------------------+
| *Getter* | get_inverse_mass() |
+----------+--------------------+
The inverse of the mass of the body.
----
.. _class_Physics2DDirectBodyState_property_linear_velocity:
- :ref:`Vector2<class_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<class_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<class_float>` **step**
+----------+------------+
| *Getter* | get_step() |
+----------+------------+
The timestep (delta) used for the simulation.
----
.. _class_Physics2DDirectBodyState_property_total_angular_damp:
- :ref:`float<class_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<class_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<class_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<class_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<class_Vector2>` force **)**
Adds a constant directional force without affecting rotation.
----
.. _class_Physics2DDirectBodyState_method_add_force:
- void **add_force** **(** :ref:`Vector2<class_Vector2>` offset, :ref:`Vector2<class_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<class_float>` torque **)**
Adds a constant rotational force.
----
.. _class_Physics2DDirectBodyState_method_apply_central_impulse:
- void **apply_central_impulse** **(** :ref:`Vector2<class_Vector2>` impulse **)**
Applies a directional impulse without affecting rotation.
----
.. _class_Physics2DDirectBodyState_method_apply_impulse:
- void **apply_impulse** **(** :ref:`Vector2<class_Vector2>` offset, :ref:`Vector2<class_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<class_float>` impulse **)**
Applies a rotational impulse to the body.
----
.. _class_Physics2DDirectBodyState_method_get_contact_collider:
- :ref:`RID<class_RID>` **get_contact_collider** **(** :ref:`int<class_int>` contact_idx **)** |const|
Returns the collider's :ref:`RID<class_RID>`.
----
.. _class_Physics2DDirectBodyState_method_get_contact_collider_id:
- :ref:`int<class_int>` **get_contact_collider_id** **(** :ref:`int<class_int>` contact_idx **)** |const|
Returns the collider's object id.
----
.. _class_Physics2DDirectBodyState_method_get_contact_collider_object:
- :ref:`Object<class_Object>` **get_contact_collider_object** **(** :ref:`int<class_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<class_Vector2>` **get_contact_collider_position** **(** :ref:`int<class_int>` contact_idx **)** |const|
Returns the contact position in the collider.
----
.. _class_Physics2DDirectBodyState_method_get_contact_collider_shape:
- :ref:`int<class_int>` **get_contact_collider_shape** **(** :ref:`int<class_int>` contact_idx **)** |const|
Returns the collider's shape index.
----
.. _class_Physics2DDirectBodyState_method_get_contact_collider_shape_metadata:
- :ref:`Variant<class_Variant>` **get_contact_collider_shape_metadata** **(** :ref:`int<class_int>` contact_idx **)** |const|
Returns the collided shape's metadata. This metadata is different from :ref:`Object.get_meta<class_Object_method_get_meta>`, and is set with :ref:`Physics2DServer.shape_set_data<class_Physics2DServer_method_shape_set_data>`.
----
.. _class_Physics2DDirectBodyState_method_get_contact_collider_velocity_at_position:
- :ref:`Vector2<class_Vector2>` **get_contact_collider_velocity_at_position** **(** :ref:`int<class_int>` contact_idx **)** |const|
Returns the linear velocity vector at the collider's contact point.
----
.. _class_Physics2DDirectBodyState_method_get_contact_count:
- :ref:`int<class_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_RigidBody2D_property_contact_monitor>`.
----
.. _class_Physics2DDirectBodyState_method_get_contact_local_normal:
- :ref:`Vector2<class_Vector2>` **get_contact_local_normal** **(** :ref:`int<class_int>` contact_idx **)** |const|
Returns the local normal at the contact point.
----
.. _class_Physics2DDirectBodyState_method_get_contact_local_position:
- :ref:`Vector2<class_Vector2>` **get_contact_local_position** **(** :ref:`int<class_int>` contact_idx **)** |const|
Returns the local position of the contact point.
----
.. _class_Physics2DDirectBodyState_method_get_contact_local_shape:
- :ref:`int<class_int>` **get_contact_local_shape** **(** :ref:`int<class_int>` contact_idx **)** |const|
Returns the local shape index of the collision.
----
.. _class_Physics2DDirectBodyState_method_get_space_state:
- :ref:`Physics2DDirectSpaceState<class_Physics2DDirectSpaceState>` **get_space_state** **(** **)**
Returns the current state of the space, useful for queries.
----
.. _class_Physics2DDirectBodyState_method_get_velocity_at_local_position:
- :ref:`Vector2<class_Vector2>` **get_velocity_at_local_position** **(** :ref:`Vector2<class_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.)`