Physics2DDirectBodyState

Inherits: Object

Direct access object to a physics body in the Physics2DServer.

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

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 ( )

Vector2

get_velocity_at_local_position ( Vector2 local_position ) const

void

integrate_forces ( )


Property Descriptions

float angular_velocity

  • void set_angular_velocity ( float value )

  • float get_angular_velocity ( )

The body's rotational velocity in radians per second.


float inverse_inertia

  • float get_inverse_inertia ( )

The inverse of the inertia of the body.


float inverse_mass

  • float get_inverse_mass ( )

The inverse of the mass of the body.


Vector2 linear_velocity

  • void set_linear_velocity ( Vector2 value )

  • Vector2 get_linear_velocity ( )

The body's linear velocity in pixels per second.


bool sleeping

  • void set_sleep_state ( bool value )

  • bool is_sleeping ( )

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


float step

The timestep (delta) used for the simulation.


float total_angular_damp

  • float get_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

  • float get_total_linear_damp ( )

The rate at which the body stops moving, if there are not any other forces moving it.


Transform2D 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: By default, this returns 0 unless bodies are configured to monitor 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.


Vector2 get_velocity_at_local_position ( Vector2 local_position ) const

Returns the body's velocity at the given relative position, including both translation and rotation.


void integrate_forces ( )

Calls the built-in force integration code.