Direct access object to a physics body in the [Physics2DServer].
Provides direct access to a physics body in the [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 [method RigidBody2D._integrate_forces].
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Adds a constant directional force without affecting rotation.
Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
Adds a constant rotational force.
Applies a directional impulse without affecting rotation.
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.
Applies a rotational impulse to the body.
Returns the collider's [RID].
Returns the collider's object id.
Returns the collider object. This depends on how it was created (will return a scene node if such was used to create it).
Returns the contact position in the collider.
Returns the collider's shape index.
Returns the collided shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].
Returns the linear velocity vector at the collider's contact point.
Returns the number of contacts this body has with other bodies.
[b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidBody2D.contact_monitor].
Returns the local normal at the contact point.
Returns the local position of the contact point.
Returns the local shape index of the collision.
Returns the current state of the space, useful for queries.
Returns the body's velocity at the given relative position, including both translation and rotation.
Calls the built-in force integration code.
The body's rotational velocity in [i]radians[/i] per second.
The inverse of the inertia of the body.
The inverse of the mass of the body.
The body's linear velocity in pixels per second.
If [code]true[/code], this body is currently sleeping (not active).
The timestep (delta) used for the simulation.
The rate at which the body stops rotating, if there are not any other forces moving it.
The total gravity vector being currently applied to this body.
The rate at which the body stops moving, if there are not any other forces moving it.
The body's transformation matrix.