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/Godot 3.0

Physics2DDirectBodyState

Inherits: Object

Inherited By: Physics2DDirectBodyStateSW

Category: Core

Brief Description

Direct access object to a physics body in the Physics2DServer.

Member Functions

RID get_contact_collider ( int contact_idx ) const
int get_contact_collider_id ( int contact_idx ) const
Object get_contact_collider_object ( int contact_idx ) const
Vector2 get_contact_collider_position ( int contact_idx ) const
int get_contact_collider_shape ( int contact_idx ) const
Variant get_contact_collider_shape_metadata ( int contact_idx ) const
Vector2 get_contact_collider_velocity_at_position ( int contact_idx ) const
int get_contact_count ( ) const
Vector2 get_contact_local_normal ( int contact_idx ) const
Vector2 get_contact_local_position ( int contact_idx ) const
int get_contact_local_shape ( int contact_idx ) const
Physics2DDirectSpaceState get_space_state ( )
void integrate_forces ( )

Member Variables

  • float angular_velocity - The angular velocity of the body.
  • float inverse_inertia - The inverse of the inertia of the body.
  • float inverse_mass - The inverse of the mass of the body.
  • Vector2 linear_velocity - The linear velocity of the body.
  • bool sleeping - true if this body is currently sleeping (not active).
  • float step - The timestep (delta) used for the simulation.
  • float total_angular_damp - The rate at which the body stops rotating, if there are not any other forces moving it.
  • Vector2 total_gravity - The total gravity vector being currently applied to this body.
  • float total_linear_damp - The rate at which the body stops moving, if there are not any other forces moving it.
  • Transform2D transform - The transformation matrix of the body.

Description

Direct access object to a physics body in the Physics2DServer. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body.

Member Function Description

RID get_contact_collider ( int contact_idx ) const

Return the RID of the collider.

int get_contact_collider_id ( int contact_idx ) const

Return the object id of the collider.

Object get_contact_collider_object ( int contact_idx ) const

Return the collider object, this depends on how it was created (will return a scene node if such was used to create it).

Vector2 get_contact_collider_position ( int contact_idx ) const

Return the contact position in the collider.

int get_contact_collider_shape ( int contact_idx ) const

Return the collider shape index.

Variant get_contact_collider_shape_metadata ( int contact_idx ) const

Return the metadata of the collided shape. This metadata is different from Object.get_meta, and is set with Physics2DServer.shape_set_data.

Vector2 get_contact_collider_velocity_at_position ( int contact_idx ) const

Return the linear velocity vector at contact point of the collider.

int get_contact_count ( ) const

Return the amount of contacts this body has with other bodies. Note that by default this returns 0 unless bodies are configured to log contacts.

Vector2 get_contact_local_normal ( int contact_idx ) const

Return the local normal (of this body) of the contact point.

Vector2 get_contact_local_position ( int contact_idx ) const

Return the local position (of this body) of the contact point.

int get_contact_local_shape ( int contact_idx ) const

Return the local shape index of the collision.

Physics2DDirectSpaceState get_space_state ( )

Return the current state of space, useful for queries.

void integrate_forces ( )

Call the built-in force integration code.

© 2014–2018 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
http://docs.godotengine.org/en/3.0/classes/class_physics2ddirectbodystate.html