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/Godot 3.1

Physics2DDirectBodyState

Inherits: Object

Inherited By: Physics2DDirectBodyStateSW

Category: Core

Brief Description

Direct access object to a physics body in the Physics2DServer.

Properties

float angular_velocity
float inverse_inertia
float inverse_mass
Vector2 linear_velocity
bool sleeping
float step
float total_angular_damp
Vector2 total_gravity
float total_linear_damp
Transform2D transform

Methods

void add_central_force ( Vector2 force )
void add_force ( Vector2 offset, Vector2 force )
void add_torque ( float torque )
void apply_central_impulse ( Vector2 impulse )
void apply_impulse ( Vector2 offset, Vector2 impulse )
void apply_torque_impulse ( float impulse )
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 ( )

Description

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 RigidBody2D._integrate_forces.

Tutorials

Property Descriptions

float angular_velocity

Setter set_angular_velocity(value)
Getter get_angular_velocity()

The body’s rotational velocity.

float inverse_inertia

Getter get_inverse_inertia()

The inverse of the inertia of the body.

float inverse_mass

Getter get_inverse_mass()

The inverse of the mass of the body.

Vector2 linear_velocity

Setter set_linear_velocity(value)
Getter get_linear_velocity()

The body’s linear velocity.

bool sleeping

Setter set_sleep_state(value)
Getter is_sleeping()

If true, this body is currently sleeping (not active).

float step

Getter get_step()

The timestep (delta) used for the simulation.

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.

Vector2 total_gravity

Getter get_total_gravity()

The total gravity vector being currently applied to this body.

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.

Transform2D transform

Setter set_transform(value)
Getter get_transform()

The body’s transformation matrix.

Method Descriptions

void add_central_force ( Vector2 force )

Adds a constant directional force without affecting rotation.

void add_force ( Vector2 offset, Vector2 force )

Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.

void add_torque ( float torque )

Adds a constant rotational force.

void apply_central_impulse ( Vector2 impulse )

Applies a directional impulse without affecting rotation.

void apply_impulse ( Vector2 offset, 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.

void apply_torque_impulse ( float impulse )

Applies a rotational impulse to the body.

RID get_contact_collider ( int contact_idx ) const

Returns the collider’s RID.

int get_contact_collider_id ( int contact_idx ) const

Returns the collider’s object id.

Object get_contact_collider_object ( 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).

Vector2 get_contact_collider_position ( int contact_idx ) const

Returns the contact position in the collider.

int get_contact_collider_shape ( int contact_idx ) const

Returns the collider’s shape index.

Variant get_contact_collider_shape_metadata ( int contact_idx ) const

Returns the collided shape’s metadata. 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

Returns the linear velocity vector at the collider’s contact point.

int get_contact_count ( ) const

Returns the number of contacts this body has with other bodies. Note that by default this returns 0 unless bodies are configured to log contacts. See RigidBody2D.contact_monitor.

Vector2 get_contact_local_normal ( int contact_idx ) const

Returns the local normal at the contact point.

Vector2 get_contact_local_position ( int contact_idx ) const

Returns the local position of the contact point.

int get_contact_local_shape ( int contact_idx ) const

Returns the local shape index of the collision.

Physics2DDirectSpaceState get_space_state ( )

Returns the current state of the space, useful for queries.

void integrate_forces ( )

Calls the built-in force integration code.

© 2014–2019 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
http://docs.godotengine.org/en/3.1/classes/class_physics2ddirectbodystate.html