Inherits: PhysicsBody2D < CollisionObject2D < Node2D < CanvasItem < Node < Object
A body that is controlled by the 2D physics engine.
This node implements simulated 2D physics. You do not control a RigidBody2D directly. Instead you apply forces to it (gravity, impulses, etc.) and the physics simulation calculates the resulting movement based on its mass, friction, and other physical properties.
A RigidBody2D has 4 behavior modes: Rigid, Static, Character, and Kinematic.
Note: You should not change a RigidBody2D's position
or linear_velocity
every frame or even very often. If you need to directly affect the body's state, use _integrate_forces, which allows you to directly access the physics state.
Please also keep in mind that physics bodies manage their own transform which overwrites the ones you set. So any direct or indirect transformation (including scaling of the node or its parent) will be visible in the editor only, and immediately reset at runtime.
If you need to override the default physics behavior or add a transformation at runtime, you can write a custom force integration. See custom_integrator.
The center of mass is always located at the node's origin without taking into account the CollisionShape2D centroid offsets.
float | angular_damp | -1.0 |
float | angular_velocity | 0.0 |
Vector2 | applied_force | Vector2( 0, 0 ) |
float | applied_torque | 0.0 |
float | bounce | |
bool | can_sleep | true |
bool | contact_monitor | false |
int | contacts_reported | 0 |
CCDMode | continuous_cd | 0 |
bool | custom_integrator | false |
float | friction | |
float | gravity_scale | 1.0 |
float | inertia | |
float | linear_damp | -1.0 |
Vector2 | linear_velocity | Vector2( 0, 0 ) |
float | mass | 1.0 |
Mode | mode | 0 |
PhysicsMaterial | physics_material_override | |
bool | sleeping | false |
float | weight | 9.8 |
void | _integrate_forces ( Physics2DDirectBodyState state ) virtual |
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 torque ) |
Array | get_colliding_bodies ( ) const |
void | set_axis_velocity ( Vector2 axis_velocity ) |
bool | test_motion ( Vector2 motion, bool infinite_inertia=true, float margin=0.08, Physics2DTestMotionResult result=null ) |
Emitted when a body enters into contact with this one. Requires contact_monitor to be set to true
and contacts_reported to be set high enough to detect all the collisions.
Emitted when a body exits contact with this one. Requires contact_monitor to be set to true
and contacts_reported to be set high enough to detect all the collisions.
Emitted when a body enters into contact with this one. Reports colliding shape information. See CollisionObject2D for shape index information. Requires contact_monitor to be set to true
and contacts_reported to be set high enough to detect all the collisions.
Emitted when a body shape exits contact with this one. Reports colliding shape information. See CollisionObject2D for shape index information. Requires contact_monitor to be set to true
and contacts_reported to be set high enough to detect all the collisions.
Emitted when the physics engine changes the body's sleeping state.
Note: Changing the value sleeping will not trigger this signal. It is only emitted if the sleeping state is changed by the physics engine or emit_signal("sleeping_state_changed")
is used.
enum Mode:
enum CCDMode:
Default | -1.0 |
Setter | set_angular_damp(value) |
Getter | get_angular_damp() |
Damps the body's angular_velocity. If -1
, the body will use the Default Angular Damp defined in Project > Project Settings > Physics > 2d.
Default | 0.0 |
Setter | set_angular_velocity(value) |
Getter | get_angular_velocity() |
The body's rotational velocity.
Default | Vector2( 0, 0 ) |
Setter | set_applied_force(value) |
Getter | get_applied_force() |
The body's total applied force.
Default | 0.0 |
Setter | set_applied_torque(value) |
Getter | get_applied_torque() |
The body's total applied torque.
Setter | set_bounce(value) |
Getter | get_bounce() |
The body's bounciness. Values range from 0
(no bounce) to 1
(full bounciness).
Deprecated, use PhysicsMaterial.bounce instead via physics_material_override.
Default | true |
Setter | set_can_sleep(value) |
Getter | is_able_to_sleep() |
If true
, the body can enter sleep mode when there is no movement. See sleeping.
Note: A RigidBody2D will never enter sleep mode automatically if its mode is MODE_CHARACTER. It can still be put to sleep manually by setting its sleeping property to true
.
Default | false |
Setter | set_contact_monitor(value) |
Getter | is_contact_monitor_enabled() |
If true
, the body will emit signals when it collides with another RigidBody2D. See also contacts_reported.
Default | 0 |
Setter | set_max_contacts_reported(value) |
Getter | get_max_contacts_reported() |
The maximum number of contacts that will be recorded. Requires contact_monitor to be set to true
.
Note: The number of contacts is different from the number of collisions. Collisions between parallel edges will result in two contacts (one at each end), and collisions between parallel faces will result in four contacts (one at each corner).
Default | 0 |
Setter | set_continuous_collision_detection_mode(value) |
Getter | get_continuous_collision_detection_mode() |
Continuous collision detection mode.
Continuous collision detection tries to predict where a moving body will collide instead of moving it and correcting its movement after collision. Continuous collision detection is slower, but more precise and misses fewer collisions with small, fast-moving objects. Raycasting and shapecasting methods are available. See CCDMode for details.
Default | false |
Setter | set_use_custom_integrator(value) |
Getter | is_using_custom_integrator() |
If true
, internal force integration is disabled for this body. Aside from collision response, the body will only move as determined by the _integrate_forces function.
Setter | set_friction(value) |
Getter | get_friction() |
The body's friction. Values range from 0
(frictionless) to 1
(maximum friction).
Deprecated, use PhysicsMaterial.friction instead via physics_material_override.
Default | 1.0 |
Setter | set_gravity_scale(value) |
Getter | get_gravity_scale() |
Multiplies the gravity applied to the body. The body's gravity is calculated from the Default Gravity value in Project > Project Settings > Physics > 2d and/or any additional gravity vector applied by Area2Ds.
Setter | set_inertia(value) |
Getter | get_inertia() |
The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body. The moment of inertia is usually computed automatically from the mass and the shapes, but this function allows you to set a custom value. Set 0 inertia to return to automatically computing it.
Default | -1.0 |
Setter | set_linear_damp(value) |
Getter | get_linear_damp() |
Damps the body's linear_velocity. If -1
, the body will use the Default Linear Damp in Project > Project Settings > Physics > 2d.
Default | Vector2( 0, 0 ) |
Setter | set_linear_velocity(value) |
Getter | get_linear_velocity() |
The body's linear velocity.
Default | 1.0 |
Setter | set_mass(value) |
Getter | get_mass() |
The body's mass.
Default | 0 |
Setter | set_mode(value) |
Getter | get_mode() |
The body's mode. See Mode for possible values.
Setter | set_physics_material_override(value) |
Getter | get_physics_material_override() |
The physics material override for the body.
If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.
Default | false |
Setter | set_sleeping(value) |
Getter | is_sleeping() |
If true
, the body will not move and will not calculate forces until woken up by another body through, for example, a collision, or by using the apply_impulse or add_force methods.
Default | 9.8 |
Setter | set_weight(value) |
Getter | get_weight() |
The body's weight based on its mass and the Default Gravity value in Project > Project Settings > Physics > 2d.
Allows you to read and safely modify the simulation state for the object. Use this instead of Node._physics_process if you need to directly change the body's position
or other physics properties. By default, it works in addition to the usual physics behavior, but custom_integrator allows you to disable the default behavior and write custom force integration for a body.
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 position uses the rotation of the global coordinate system, but is centered at the object's origin.
Applies a rotational impulse to the body.
Returns a list of the bodies colliding with this one. Requires contact_monitor to be set to true
and contacts_reported to be set high enough to detect all the collisions.
Note: The result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead.
Sets the body's velocity on the given axis. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.
Returns true
if a collision would result from moving in the given vector. margin
increases the size of the shapes involved in the collision detection, and result
is an object of type Physics2DTestMotionResult, which contains additional information about the collision (should there be one).
© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_rigidbody2d.html