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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "PhysicsServer2D" inherits= "Object" version= "4.0" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
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Server interface for low-level 2D physics access.
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</brief_description>
<description >
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PhysicsServer2D is the server responsible for all 2D physics. It can create many kinds of physics objects, but does not insert them on the node tree.
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</description>
<tutorials >
</tutorials>
<methods >
<method name= "area_add_shape" >
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<return type= "void" />
<argument index= "0" name= "area" type= "RID" />
<argument index= "1" name= "shape" type= "RID" />
<argument index= "2" name= "transform" type= "Transform2D" default= "Transform2D(1, 0, 0, 1, 0, 0)" />
<argument index= "3" name= "disabled" type= "bool" default= "false" />
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<description >
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Adds a shape to the area, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index.
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</description>
</method>
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<method name= "area_attach_canvas_instance_id" >
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<return type= "void" />
<argument index= "0" name= "area" type= "RID" />
<argument index= "1" name= "id" type= "int" />
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<description >
</description>
</method>
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<method name= "area_attach_object_instance_id" >
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<return type= "void" />
<argument index= "0" name= "area" type= "RID" />
<argument index= "1" name= "id" type= "int" />
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<description >
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Assigns the area to a descendant of [Object], so it can exist in the node tree.
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</description>
</method>
<method name= "area_clear_shapes" >
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<return type= "void" />
<argument index= "0" name= "area" type= "RID" />
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<description >
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Removes all shapes from an area. It does not delete the shapes, so they can be reassigned later.
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</description>
</method>
<method name= "area_create" >
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<return type= "RID" />
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<description >
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Creates an [Area2D]. After creating an [Area2D] with this method, assign it to a space using [method area_set_space] to use the created [Area2D] in the physics world.
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</description>
</method>
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<method name= "area_get_canvas_instance_id" qualifiers= "const" >
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<return type= "int" />
<argument index= "0" name= "area" type= "RID" />
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<description >
</description>
</method>
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<method name= "area_get_object_instance_id" qualifiers= "const" >
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<return type= "int" />
<argument index= "0" name= "area" type= "RID" />
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<description >
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Gets the instance ID of the object the area is assigned to.
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</description>
</method>
<method name= "area_get_param" qualifiers= "const" >
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<return type= "Variant" />
<argument index= "0" name= "area" type= "RID" />
<argument index= "1" name= "param" type= "int" enum= "PhysicsServer2D.AreaParameter" />
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<description >
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Returns an area parameter value. See [enum AreaParameter] for a list of available parameters.
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</description>
</method>
<method name= "area_get_shape" qualifiers= "const" >
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<return type= "RID" />
<argument index= "0" name= "area" type= "RID" />
<argument index= "1" name= "shape_idx" type= "int" />
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<description >
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Returns the [RID] of the nth shape of an area.
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</description>
</method>
<method name= "area_get_shape_count" qualifiers= "const" >
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<return type= "int" />
<argument index= "0" name= "area" type= "RID" />
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<description >
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Returns the number of shapes assigned to an area.
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</description>
</method>
<method name= "area_get_shape_transform" qualifiers= "const" >
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<return type= "Transform2D" />
<argument index= "0" name= "area" type= "RID" />
<argument index= "1" name= "shape_idx" type= "int" />
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<description >
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Returns the transform matrix of a shape within an area.
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</description>
</method>
<method name= "area_get_space" qualifiers= "const" >
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<return type= "RID" />
<argument index= "0" name= "area" type= "RID" />
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<description >
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Returns the space assigned to the area.
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</description>
</method>
<method name= "area_get_transform" qualifiers= "const" >
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<return type= "Transform2D" />
<argument index= "0" name= "area" type= "RID" />
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<description >
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Returns the transform matrix for an area.
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</description>
</method>
<method name= "area_remove_shape" >
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<return type= "void" />
<argument index= "0" name= "area" type= "RID" />
<argument index= "1" name= "shape_idx" type= "int" />
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<description >
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Removes a shape from an area. It does not delete the shape, so it can be reassigned later.
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</description>
</method>
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<method name= "area_set_area_monitor_callback" >
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<return type= "void" />
<argument index= "0" name= "area" type= "RID" />
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<argument index= "1" name= "callback" type= "Callable" />
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<description >
</description>
</method>
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<method name= "area_set_collision_layer" >
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<return type= "void" />
<argument index= "0" name= "area" type= "RID" />
<argument index= "1" name= "layer" type= "int" />
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<description >
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Assigns the area to one or many physics layers.
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</description>
</method>
<method name= "area_set_collision_mask" >
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<return type= "void" />
<argument index= "0" name= "area" type= "RID" />
<argument index= "1" name= "mask" type= "int" />
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<description >
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Sets which physics layers the area will monitor.
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</description>
</method>
<method name= "area_set_monitor_callback" >
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<return type= "void" />
<argument index= "0" name= "area" type= "RID" />
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<argument index= "1" name= "callback" type= "Callable" />
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<description >
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Sets the function to call when any body/area enters or exits the area. This callback will be called for any object interacting with the area, and takes five parameters:
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1: [constant AREA_BODY_ADDED] or [constant AREA_BODY_REMOVED], depending on whether the object entered or exited the area.
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2: [RID] of the object that entered/exited the area.
3: Instance ID of the object that entered/exited the area.
4: The shape index of the object that entered/exited the area.
5: The shape index of the area where the object entered/exited.
</description>
</method>
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<method name= "area_set_monitorable" >
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<return type= "void" />
<argument index= "0" name= "area" type= "RID" />
<argument index= "1" name= "monitorable" type= "bool" />
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<description >
</description>
</method>
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<method name= "area_set_param" >
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<return type= "void" />
<argument index= "0" name= "area" type= "RID" />
<argument index= "1" name= "param" type= "int" enum= "PhysicsServer2D.AreaParameter" />
<argument index= "2" name= "value" type= "Variant" />
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<description >
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Sets the value for an area parameter. See [enum AreaParameter] for a list of available parameters.
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</description>
</method>
<method name= "area_set_shape" >
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<return type= "void" />
<argument index= "0" name= "area" type= "RID" />
<argument index= "1" name= "shape_idx" type= "int" />
<argument index= "2" name= "shape" type= "RID" />
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<description >
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Substitutes a given area shape by another. The old shape is selected by its index, the new one by its [RID].
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</description>
</method>
<method name= "area_set_shape_disabled" >
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<return type= "void" />
<argument index= "0" name= "area" type= "RID" />
<argument index= "1" name= "shape_idx" type= "int" />
<argument index= "2" name= "disabled" type= "bool" />
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<description >
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Disables a given shape in an area.
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</description>
</method>
<method name= "area_set_shape_transform" >
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<return type= "void" />
<argument index= "0" name= "area" type= "RID" />
<argument index= "1" name= "shape_idx" type= "int" />
<argument index= "2" name= "transform" type= "Transform2D" />
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<description >
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Sets the transform matrix for an area shape.
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</description>
</method>
<method name= "area_set_space" >
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<return type= "void" />
<argument index= "0" name= "area" type= "RID" />
<argument index= "1" name= "space" type= "RID" />
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<description >
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Assigns a space to the area.
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</description>
</method>
<method name= "area_set_transform" >
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<return type= "void" />
<argument index= "0" name= "area" type= "RID" />
<argument index= "1" name= "transform" type= "Transform2D" />
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<description >
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Sets the transform matrix for an area.
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</description>
</method>
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<method name= "body_add_collision_exception" >
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<return type= "void" />
<argument index= "0" name= "body" type= "RID" />
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<argument index= "1" name= "excepted_body" type= "RID" />
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<description >
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Adds a body to the list of bodies exempt from collisions.
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</description>
</method>
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<method name= "body_add_constant_central_force" >
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<return type= "void" />
<argument index= "0" name= "body" type= "RID" />
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<argument index= "1" name= "force" type= "Vector2" />
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<description >
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Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with [code]body_set_constant_force(body, Vector2(0, 0))[/code].
This is equivalent to using [method body_add_constant_force] at the body's center of mass.
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</description>
</method>
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<method name= "body_add_constant_force" >
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<return type= "void" />
<argument index= "0" name= "body" type= "RID" />
<argument index= "1" name= "force" type= "Vector2" />
<argument index= "2" name= "position" type= "Vector2" default= "Vector2(0, 0)" />
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<description >
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Adds a constant positioned force to the body that keeps being applied over time until cleared with [code]body_set_constant_force(body, Vector2(0, 0))[/code].
[code]position[/code] is the offset from the body origin in global coordinates.
</description>
</method>
<method name= "body_add_constant_torque" >
<return type= "void" />
<argument index= "0" name= "body" type= "RID" />
<argument index= "1" name= "torque" type= "float" />
<description >
Adds a constant rotational force without affecting position that keeps being applied over time until cleared with [code]body_set_constant_torque(body, 0)[/code].
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</description>
</method>
<method name= "body_add_shape" >
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<return type= "void" />
<argument index= "0" name= "body" type= "RID" />
<argument index= "1" name= "shape" type= "RID" />
<argument index= "2" name= "transform" type= "Transform2D" default= "Transform2D(1, 0, 0, 1, 0, 0)" />
<argument index= "3" name= "disabled" type= "bool" default= "false" />
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<description >
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Adds a shape to the body, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index.
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</description>
</method>
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<method name= "body_apply_central_force" >
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<return type= "void" />
<argument index= "0" name= "body" type= "RID" />
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<argument index= "1" name= "force" type= "Vector2" />
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<description >
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Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.
This is equivalent to using [method body_apply_force] at the body's center of mass.
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</description>
</method>
<method name= "body_apply_central_impulse" >
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<return type= "void" />
<argument index= "0" name= "body" type= "RID" />
<argument index= "1" name= "impulse" type= "Vector2" />
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<description >
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Applies a directional impulse without affecting rotation.
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).
This is equivalent to using [method body_apply_impulse] at the body's center of mass.
</description>
</method>
<method name= "body_apply_force" >
<return type= "void" />
<argument index= "0" name= "body" type= "RID" />
<argument index= "1" name= "force" type= "Vector2" />
<argument index= "2" name= "position" type= "Vector2" default= "Vector2(0, 0)" />
<description >
Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.
[code]position[/code] is the offset from the body origin in global coordinates.
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</description>
</method>
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<method name= "body_apply_impulse" >
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<return type= "void" />
<argument index= "0" name= "body" type= "RID" />
<argument index= "1" name= "impulse" type= "Vector2" />
<argument index= "2" name= "position" type= "Vector2" default= "Vector2(0, 0)" />
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<description >
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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).
[code]position[/code] is the offset from the body origin in global coordinates.
</description>
</method>
<method name= "body_apply_torque" >
<return type= "void" />
<argument index= "0" name= "body" type= "RID" />
<argument index= "1" name= "torque" type= "float" />
<description >
Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
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</description>
</method>
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<method name= "body_apply_torque_impulse" >
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<return type= "void" />
<argument index= "0" name= "body" type= "RID" />
<argument index= "1" name= "impulse" type= "float" />
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<description >
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Applies a rotational impulse to the body without affecting the position.
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).
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</description>
</method>
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<method name= "body_attach_canvas_instance_id" >
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<return type= "void" />
<argument index= "0" name= "body" type= "RID" />
<argument index= "1" name= "id" type= "int" />
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<description >
</description>
</method>
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<method name= "body_attach_object_instance_id" >
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<return type= "void" />
<argument index= "0" name= "body" type= "RID" />
<argument index= "1" name= "id" type= "int" />
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<description >
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Assigns the area to a descendant of [Object], so it can exist in the node tree.
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</description>
</method>
<method name= "body_clear_shapes" >
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<return type= "void" />
<argument index= "0" name= "body" type= "RID" />
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<description >
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Removes all shapes from a body.
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</description>
</method>
<method name= "body_create" >
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<return type= "RID" />
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<description >
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Creates a physics body.
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</description>
</method>
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<method name= "body_get_canvas_instance_id" qualifiers= "const" >
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<return type= "int" />
<argument index= "0" name= "body" type= "RID" />
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<description >
</description>
</method>
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<method name= "body_get_collision_layer" qualifiers= "const" >
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<return type= "int" />
<argument index= "0" name= "body" type= "RID" />
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<description >
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Returns the physics layer or layers a body belongs to.
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</description>
</method>
<method name= "body_get_collision_mask" qualifiers= "const" >
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<return type= "int" />
<argument index= "0" name= "body" type= "RID" />
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<description >
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Returns the physics layer or layers a body can collide with.
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</description>
</method>
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<method name= "body_get_constant_force" qualifiers= "const" >
<return type= "Vector2" />
<argument index= "0" name= "body" type= "RID" />
<description >
Returns the body's total constant positional forces applied during each physics update.
See [method body_add_constant_force] and [method body_add_constant_central_force].
</description>
</method>
<method name= "body_get_constant_torque" qualifiers= "const" >
<return type= "float" />
<argument index= "0" name= "body" type= "RID" />
<description >
Returns the body's total constant rotational forces applied during each physics update.
See [method body_add_constant_torque].
</description>
</method>
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<method name= "body_get_continuous_collision_detection_mode" qualifiers= "const" >
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<return type= "int" enum= "PhysicsServer2D.CCDMode" />
<argument index= "0" name= "body" type= "RID" />
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<description >
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Returns the continuous collision detection mode.
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</description>
</method>
2017-10-11 23:54:43 +02:00
<method name= "body_get_direct_state" >
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<return type= "PhysicsDirectBodyState2D" />
<argument index= "0" name= "body" type= "RID" />
2017-10-11 23:54:43 +02:00
<description >
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Returns the [PhysicsDirectBodyState2D] of the body. Returns [code]null[/code] if the body is destroyed or removed from the physics space.
2017-10-11 23:54:43 +02:00
</description>
</method>
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<method name= "body_get_max_contacts_reported" qualifiers= "const" >
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<return type= "int" />
<argument index= "0" name= "body" type= "RID" />
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<description >
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Returns the maximum contacts that can be reported. See [method body_set_max_contacts_reported].
2017-09-12 22:42:36 +02:00
</description>
</method>
<method name= "body_get_mode" qualifiers= "const" >
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<return type= "int" enum= "PhysicsServer2D.BodyMode" />
<argument index= "0" name= "body" type= "RID" />
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<description >
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Returns the body mode.
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</description>
</method>
<method name= "body_get_object_instance_id" qualifiers= "const" >
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<return type= "int" />
<argument index= "0" name= "body" type= "RID" />
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<description >
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Gets the instance ID of the object the area is assigned to.
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</description>
</method>
<method name= "body_get_param" qualifiers= "const" >
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<return type= "Variant" />
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<argument index= "0" name= "body" type= "RID" />
<argument index= "1" name= "param" type= "int" enum= "PhysicsServer2D.BodyParameter" />
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<description >
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Returns the value of a body parameter. See [enum BodyParameter] for a list of available parameters.
2017-09-12 22:42:36 +02:00
</description>
</method>
<method name= "body_get_shape" qualifiers= "const" >
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<return type= "RID" />
<argument index= "0" name= "body" type= "RID" />
<argument index= "1" name= "shape_idx" type= "int" />
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<description >
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Returns the [RID] of the nth shape of a body.
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</description>
</method>
<method name= "body_get_shape_count" qualifiers= "const" >
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<return type= "int" />
<argument index= "0" name= "body" type= "RID" />
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<description >
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Returns the number of shapes assigned to a body.
2017-09-12 22:42:36 +02:00
</description>
</method>
<method name= "body_get_shape_transform" qualifiers= "const" >
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<return type= "Transform2D" />
<argument index= "0" name= "body" type= "RID" />
<argument index= "1" name= "shape_idx" type= "int" />
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<description >
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Returns the transform matrix of a body shape.
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</description>
</method>
<method name= "body_get_space" qualifiers= "const" >
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<return type= "RID" />
<argument index= "0" name= "body" type= "RID" />
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<description >
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Returns the [RID] of the space assigned to a body.
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</description>
</method>
<method name= "body_get_state" qualifiers= "const" >
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<return type= "Variant" />
<argument index= "0" name= "body" type= "RID" />
<argument index= "1" name= "state" type= "int" enum= "PhysicsServer2D.BodyState" />
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<description >
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Returns a body state.
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</description>
</method>
<method name= "body_is_omitting_force_integration" qualifiers= "const" >
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<return type= "bool" />
<argument index= "0" name= "body" type= "RID" />
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<description >
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Returns whether a body uses a callback function to calculate its own physics (see [method body_set_force_integration_callback]).
2017-09-12 22:42:36 +02:00
</description>
</method>
<method name= "body_remove_collision_exception" >
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<return type= "void" />
<argument index= "0" name= "body" type= "RID" />
<argument index= "1" name= "excepted_body" type= "RID" />
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<description >
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Removes a body from the list of bodies exempt from collisions.
2017-09-12 22:42:36 +02:00
</description>
</method>
<method name= "body_remove_shape" >
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<return type= "void" />
<argument index= "0" name= "body" type= "RID" />
<argument index= "1" name= "shape_idx" type= "int" />
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<description >
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Removes a shape from a body. The shape is not deleted, so it can be reused afterwards.
2017-09-12 22:42:36 +02:00
</description>
</method>
2021-06-11 02:37:19 +02:00
<method name= "body_reset_mass_properties" >
<return type= "void" />
<argument index= "0" name= "body" type= "RID" />
<description >
Restores the default inertia and center of mass based on shapes to cancel any custom values previously set using [method body_set_param].
</description>
</method>
2017-09-12 22:42:36 +02:00
<method name= "body_set_axis_velocity" >
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<return type= "void" />
<argument index= "0" name= "body" type= "RID" />
<argument index= "1" name= "axis_velocity" type= "Vector2" />
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<description >
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Sets an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.
2017-09-12 22:42:36 +02:00
</description>
</method>
<method name= "body_set_collision_layer" >
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<return type= "void" />
<argument index= "0" name= "body" type= "RID" />
<argument index= "1" name= "layer" type= "int" />
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<description >
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Sets the physics layer or layers a body belongs to.
2017-09-12 22:42:36 +02:00
</description>
</method>
<method name= "body_set_collision_mask" >
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<return type= "void" />
<argument index= "0" name= "body" type= "RID" />
<argument index= "1" name= "mask" type= "int" />
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<description >
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Sets the physics layer or layers a body can collide with.
2017-09-12 22:42:36 +02:00
</description>
</method>
2021-12-08 02:09:54 +01:00
<method name= "body_set_constant_force" >
<return type= "void" />
<argument index= "0" name= "body" type= "RID" />
<argument index= "1" name= "force" type= "Vector2" />
<description >
Sets the body's total constant positional forces applied during each physics update.
See [method body_add_constant_force] and [method body_add_constant_central_force].
</description>
</method>
<method name= "body_set_constant_torque" >
<return type= "void" />
<argument index= "0" name= "body" type= "RID" />
<argument index= "1" name= "torque" type= "float" />
<description >
Sets the body's total constant rotational forces applied during each physics update.
See [method body_add_constant_torque].
</description>
</method>
2017-09-12 22:42:36 +02:00
<method name= "body_set_continuous_collision_detection_mode" >
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<return type= "void" />
<argument index= "0" name= "body" type= "RID" />
<argument index= "1" name= "mode" type= "int" enum= "PhysicsServer2D.CCDMode" />
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<description >
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Sets the continuous collision detection mode using one of the [enum CCDMode] constants.
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Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided.
</description>
</method>
<method name= "body_set_force_integration_callback" >
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<return type= "void" />
<argument index= "0" name= "body" type= "RID" />
<argument index= "1" name= "callable" type= "Callable" />
<argument index= "2" name= "userdata" type= "Variant" default= "null" />
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<description >
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Sets the function used to calculate physics for an object, if that object allows it (see [method body_set_omit_force_integration]).
2021-06-05 01:09:41 +02:00
The force integration function takes 2 arguments:
[code]state:[/code] [PhysicsDirectBodyState2D] used to retrieve and modify the body's state.
[code]userdata:[/code] Optional user data, if it was passed when calling [code]body_set_force_integration_callback[/code].
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</description>
</method>
<method name= "body_set_max_contacts_reported" >
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<return type= "void" />
<argument index= "0" name= "body" type= "RID" />
<argument index= "1" name= "amount" type= "int" />
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<description >
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Sets the maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0.
2017-09-12 22:42:36 +02:00
</description>
</method>
<method name= "body_set_mode" >
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<return type= "void" />
<argument index= "0" name= "body" type= "RID" />
<argument index= "1" name= "mode" type= "int" enum= "PhysicsServer2D.BodyMode" />
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<description >
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Sets the body mode using one of the [enum BodyMode] constants.
2017-09-12 22:42:36 +02:00
</description>
</method>
<method name= "body_set_omit_force_integration" >
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<return type= "void" />
<argument index= "0" name= "body" type= "RID" />
<argument index= "1" name= "enable" type= "bool" />
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<description >
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Sets whether a body uses a callback function to calculate its own physics (see [method body_set_force_integration_callback]).
2017-09-12 22:42:36 +02:00
</description>
</method>
<method name= "body_set_param" >
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<return type= "void" />
<argument index= "0" name= "body" type= "RID" />
<argument index= "1" name= "param" type= "int" enum= "PhysicsServer2D.BodyParameter" />
2021-06-11 02:37:19 +02:00
<argument index= "2" name= "value" type= "Variant" />
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<description >
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Sets a body parameter. See [enum BodyParameter] for a list of available parameters.
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</description>
</method>
<method name= "body_set_shape" >
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<return type= "void" />
<argument index= "0" name= "body" type= "RID" />
<argument index= "1" name= "shape_idx" type= "int" />
<argument index= "2" name= "shape" type= "RID" />
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<description >
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Substitutes a given body shape by another. The old shape is selected by its index, the new one by its [RID].
2017-09-12 22:42:36 +02:00
</description>
</method>
<method name= "body_set_shape_as_one_way_collision" >
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<return type= "void" />
<argument index= "0" name= "body" type= "RID" />
<argument index= "1" name= "shape_idx" type= "int" />
<argument index= "2" name= "enable" type= "bool" />
<argument index= "3" name= "margin" type= "float" />
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<description >
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Enables one way collision on body if [code]enable[/code] is [code]true[/code].
2017-09-12 22:42:36 +02:00
</description>
</method>
<method name= "body_set_shape_disabled" >
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<return type= "void" />
<argument index= "0" name= "body" type= "RID" />
<argument index= "1" name= "shape_idx" type= "int" />
<argument index= "2" name= "disabled" type= "bool" />
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<description >
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Disables shape in body if [code]disable[/code] is [code]true[/code].
2017-09-12 22:42:36 +02:00
</description>
</method>
<method name= "body_set_shape_transform" >
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<return type= "void" />
<argument index= "0" name= "body" type= "RID" />
<argument index= "1" name= "shape_idx" type= "int" />
<argument index= "2" name= "transform" type= "Transform2D" />
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<description >
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Sets the transform matrix for a body shape.
2017-09-12 22:42:36 +02:00
</description>
</method>
<method name= "body_set_space" >
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<return type= "void" />
<argument index= "0" name= "body" type= "RID" />
<argument index= "1" name= "space" type= "RID" />
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<description >
2018-05-14 17:06:22 +02:00
Assigns a space to the body (see [method space_create]).
2017-09-12 22:42:36 +02:00
</description>
</method>
<method name= "body_set_state" >
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<return type= "void" />
<argument index= "0" name= "body" type= "RID" />
<argument index= "1" name= "state" type= "int" enum= "PhysicsServer2D.BodyState" />
<argument index= "2" name= "value" type= "Variant" />
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<description >
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Sets a body state using one of the [enum BodyState] constants.
2020-08-21 13:29:58 +02:00
Note that the method doesn't take effect immediately. The state will change on the next physics frame.
2017-09-12 22:42:36 +02:00
</description>
</method>
<method name= "body_test_motion" >
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<return type= "bool" />
<argument index= "0" name= "body" type= "RID" />
2021-09-30 20:28:57 +02:00
<argument index= "1" name= "parameters" type= "PhysicsTestMotionParameters2D" />
<argument index= "2" name= "result" type= "PhysicsTestMotionResult2D" default= "null" />
<description >
Returns [code]true[/code] if a collision would result from moving along a motion vector from a given point in space. [PhysicsTestMotionParameters2D] is passed to set motion parameters. [PhysicsTestMotionResult2D] can be passed to return additional information.
2017-09-12 22:42:36 +02:00
</description>
</method>
2017-11-13 09:24:36 +01:00
<method name= "capsule_shape_create" >
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<return type= "RID" />
2017-11-13 09:24:36 +01:00
<description >
</description>
</method>
<method name= "circle_shape_create" >
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<return type= "RID" />
2017-11-13 09:24:36 +01:00
<description >
</description>
</method>
<method name= "concave_polygon_shape_create" >
2021-07-30 15:28:05 +02:00
<return type= "RID" />
2017-11-13 09:24:36 +01:00
<description >
</description>
</method>
<method name= "convex_polygon_shape_create" >
2021-07-30 15:28:05 +02:00
<return type= "RID" />
2017-11-13 09:24:36 +01:00
<description >
</description>
</method>
2020-06-04 18:53:29 +02:00
<method name= "damped_spring_joint_get_param" qualifiers= "const" >
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<return type= "float" />
<argument index= "0" name= "joint" type= "RID" />
<argument index= "1" name= "param" type= "int" enum= "PhysicsServer2D.DampedSpringParam" />
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<description >
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Returns the value of a damped spring joint parameter. See [enum DampedSpringParam] for a list of available parameters.
2017-09-12 22:42:36 +02:00
</description>
</method>
2020-06-04 18:53:29 +02:00
<method name= "damped_spring_joint_set_param" >
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<return type= "void" />
<argument index= "0" name= "joint" type= "RID" />
<argument index= "1" name= "param" type= "int" enum= "PhysicsServer2D.DampedSpringParam" />
<argument index= "2" name= "value" type= "float" />
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<description >
2020-06-04 18:53:29 +02:00
Sets a damped spring joint parameter. See [enum DampedSpringParam] for a list of available parameters.
2017-09-12 22:42:36 +02:00
</description>
</method>
<method name= "free_rid" >
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<return type= "void" />
<argument index= "0" name= "rid" type= "RID" />
2017-09-12 22:42:36 +02:00
<description >
2020-03-30 18:22:57 +02:00
Destroys any of the objects created by PhysicsServer2D. If the [RID] passed is not one of the objects that can be created by PhysicsServer2D, an error will be sent to the console.
2017-09-12 22:42:36 +02:00
</description>
</method>
<method name= "get_process_info" >
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<return type= "int" />
<argument index= "0" name= "process_info" type= "int" enum= "PhysicsServer2D.ProcessInfo" />
2017-09-12 22:42:36 +02:00
<description >
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Returns information about the current state of the 2D physics engine. See [enum ProcessInfo] for a list of available states.
2017-09-12 22:42:36 +02:00
</description>
</method>
2021-02-19 13:35:31 +01:00
<method name= "joint_clear" >
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<return type= "void" />
<argument index= "0" name= "joint" type= "RID" />
2017-09-12 22:42:36 +02:00
<description >
2021-02-19 13:35:31 +01:00
</description>
</method>
<method name= "joint_create" >
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<return type= "RID" />
2021-02-19 13:35:31 +01:00
<description >
2017-09-12 22:42:36 +02:00
</description>
</method>
<method name= "joint_get_param" qualifiers= "const" >
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<return type= "float" />
<argument index= "0" name= "joint" type= "RID" />
<argument index= "1" name= "param" type= "int" enum= "PhysicsServer2D.JointParam" />
2017-09-12 22:42:36 +02:00
<description >
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Returns the value of a joint parameter.
2017-09-12 22:42:36 +02:00
</description>
</method>
<method name= "joint_get_type" qualifiers= "const" >
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<return type= "int" enum= "PhysicsServer2D.JointType" />
<argument index= "0" name= "joint" type= "RID" />
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<description >
2019-06-22 01:04:47 +02:00
Returns a joint's type (see [enum JointType]).
2017-09-12 22:42:36 +02:00
</description>
</method>
2021-02-19 13:35:31 +01:00
<method name= "joint_make_damped_spring" >
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<return type= "void" />
<argument index= "0" name= "joint" type= "RID" />
<argument index= "1" name= "anchor_a" type= "Vector2" />
<argument index= "2" name= "anchor_b" type= "Vector2" />
<argument index= "3" name= "body_a" type= "RID" />
<argument index= "4" name= "body_b" type= "RID" />
2017-09-12 22:42:36 +02:00
<description >
</description>
</method>
2021-02-19 13:35:31 +01:00
<method name= "joint_make_groove" >
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<return type= "void" />
<argument index= "0" name= "joint" type= "RID" />
<argument index= "1" name= "groove1_a" type= "Vector2" />
<argument index= "2" name= "groove2_a" type= "Vector2" />
<argument index= "3" name= "anchor_b" type= "Vector2" />
<argument index= "4" name= "body_a" type= "RID" />
<argument index= "5" name= "body_b" type= "RID" />
2017-11-13 09:24:36 +01:00
<description >
</description>
</method>
2021-02-19 13:35:31 +01:00
<method name= "joint_make_pin" >
2021-07-30 15:28:05 +02:00
<return type= "void" />
<argument index= "0" name= "joint" type= "RID" />
<argument index= "1" name= "anchor" type= "Vector2" />
<argument index= "2" name= "body_a" type= "RID" />
<argument index= "3" name= "body_b" type= "RID" />
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<description >
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</description>
</method>
<method name= "joint_set_param" >
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<return type= "void" />
<argument index= "0" name= "joint" type= "RID" />
<argument index= "1" name= "param" type= "int" enum= "PhysicsServer2D.JointParam" />
<argument index= "2" name= "value" type= "float" />
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<description >
Sets a joint parameter. See [enum JointParam] for a list of available parameters.
</description>
</method>
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<method name= "rectangle_shape_create" >
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<return type= "RID" />
<description >
</description>
</method>
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<method name= "segment_shape_create" >
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<return type= "RID" />
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<description >
</description>
</method>
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<method name= "separation_ray_shape_create" >
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<return type= "RID" />
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<description >
</description>
</method>
<method name= "set_active" >
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<return type= "void" />
<argument index= "0" name= "active" type= "bool" />
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<description >
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Activates or deactivates the 2D physics engine.
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</description>
</method>
<method name= "shape_get_data" qualifiers= "const" >
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<return type= "Variant" />
<argument index= "0" name= "shape" type= "RID" />
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<description >
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Returns the shape data.
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</description>
</method>
<method name= "shape_get_type" qualifiers= "const" >
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<return type= "int" enum= "PhysicsServer2D.ShapeType" />
<argument index= "0" name= "shape" type= "RID" />
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<description >
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Returns a shape's type (see [enum ShapeType]).
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</description>
</method>
<method name= "shape_set_data" >
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<return type= "void" />
<argument index= "0" name= "shape" type= "RID" />
<argument index= "1" name= "data" type= "Variant" />
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<description >
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Sets the shape data that defines its shape and size. The data to be passed depends on the kind of shape created [method shape_get_type].
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</description>
</method>
<method name= "space_create" >
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<return type= "RID" />
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<description >
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Creates a space. A space is a collection of parameters for the physics engine that can be assigned to an area or a body. It can be assigned to an area with [method area_set_space], or to a body with [method body_set_space].
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</description>
</method>
<method name= "space_get_direct_state" >
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<return type= "PhysicsDirectSpaceState2D" />
<argument index= "0" name= "space" type= "RID" />
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<description >
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Returns the state of a space, a [PhysicsDirectSpaceState2D]. This object can be used to make collision/intersection queries.
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</description>
</method>
<method name= "space_get_param" qualifiers= "const" >
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<return type= "float" />
<argument index= "0" name= "space" type= "RID" />
<argument index= "1" name= "param" type= "int" enum= "PhysicsServer2D.SpaceParameter" />
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<description >
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Returns the value of a space parameter.
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</description>
</method>
<method name= "space_is_active" qualifiers= "const" >
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<return type= "bool" />
<argument index= "0" name= "space" type= "RID" />
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<description >
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Returns whether the space is active.
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</description>
</method>
<method name= "space_set_active" >
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<return type= "void" />
<argument index= "0" name= "space" type= "RID" />
<argument index= "1" name= "active" type= "bool" />
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<description >
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Marks a space as active. It will not have an effect, unless it is assigned to an area or body.
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</description>
</method>
<method name= "space_set_param" >
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<return type= "void" />
<argument index= "0" name= "space" type= "RID" />
<argument index= "1" name= "param" type= "int" enum= "PhysicsServer2D.SpaceParameter" />
<argument index= "2" name= "value" type= "float" />
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<description >
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Sets the value for a space parameter. See [enum SpaceParameter] for a list of available parameters.
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</description>
</method>
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<method name= "world_boundary_shape_create" >
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<return type= "RID" />
<description >
</description>
</method>
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</methods>
<constants >
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<constant name= "SPACE_PARAM_CONTACT_RECYCLE_RADIUS" value= "0" enum= "SpaceParameter" >
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Constant to set/get the maximum distance a pair of bodies has to move before their collision status has to be recalculated.
</constant>
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<constant name= "SPACE_PARAM_CONTACT_MAX_SEPARATION" value= "1" enum= "SpaceParameter" >
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Constant to set/get the maximum distance a shape can be from another before they are considered separated and the contact is discarded.
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</constant>
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<constant name= "SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION" value= "2" enum= "SpaceParameter" >
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Constant to set/get the maximum distance a shape can penetrate another shape before it is considered a collision.
</constant>
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<constant name= "SPACE_PARAM_CONTACT_DEFAULT_BIAS" value= "3" enum= "SpaceParameter" >
Constant to set/get the default solver bias for all physics contacts. A solver bias is a factor controlling how much two objects "rebound", after overlapping, to avoid leaving them in that state because of numerical imprecision.
</constant>
<constant name= "SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD" value= "4" enum= "SpaceParameter" >
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Constant to set/get the threshold linear velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given.
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</constant>
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<constant name= "SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD" value= "5" enum= "SpaceParameter" >
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Constant to set/get the threshold angular velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given.
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</constant>
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<constant name= "SPACE_PARAM_BODY_TIME_TO_SLEEP" value= "6" enum= "SpaceParameter" >
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Constant to set/get the maximum time of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after this time.
</constant>
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<constant name= "SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS" value= "7" enum= "SpaceParameter" >
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Constant to set/get the default solver bias for all physics constraints. A solver bias is a factor controlling how much two objects "rebound", after violating a constraint, to avoid leaving them in that state because of numerical imprecision.
</constant>
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<constant name= "SPACE_PARAM_SOLVER_ITERATIONS" value= "8" enum= "SpaceParameter" >
Constant to set/get the number of solver iterations for all contacts and constraints. The greater the amount of iterations, the more accurate the collisions will be. However, a greater amount of iterations requires more CPU power, which can decrease performance.
</constant>
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<constant name= "SHAPE_WORLD_BOUNDARY" value= "0" enum= "ShapeType" >
This is the constant for creating world boundary shapes. A world boundary shape is an [i]infinite[/i] line with an origin point, and a normal. Thus, it can be used for front/behind checks.
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</constant>
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<constant name= "SHAPE_SEPARATION_RAY" value= "1" enum= "ShapeType" >
This is the constant for creating separation ray shapes. A separation ray is defined by a length and separates itself from what is touching its far endpoint. Useful for character controllers.
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</constant>
<constant name= "SHAPE_SEGMENT" value= "2" enum= "ShapeType" >
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This is the constant for creating segment shapes. A segment shape is a [i]finite[/i] line from a point A to a point B. It can be checked for intersections.
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</constant>
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<constant name= "SHAPE_CIRCLE" value= "3" enum= "ShapeType" >
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This is the constant for creating circle shapes. A circle shape only has a radius. It can be used for intersections and inside/outside checks.
</constant>
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<constant name= "SHAPE_RECTANGLE" value= "4" enum= "ShapeType" >
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This is the constant for creating rectangle shapes. A rectangle shape is defined by a width and a height. It can be used for intersections and inside/outside checks.
</constant>
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<constant name= "SHAPE_CAPSULE" value= "5" enum= "ShapeType" >
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This is the constant for creating capsule shapes. A capsule shape is defined by a radius and a length. It can be used for intersections and inside/outside checks.
</constant>
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<constant name= "SHAPE_CONVEX_POLYGON" value= "6" enum= "ShapeType" >
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This is the constant for creating convex polygon shapes. A polygon is defined by a list of points. It can be used for intersections and inside/outside checks. Unlike the [member CollisionPolygon2D.polygon] property, polygons modified with [method shape_set_data] do not verify that the points supplied form is a convex polygon.
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</constant>
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<constant name= "SHAPE_CONCAVE_POLYGON" value= "7" enum= "ShapeType" >
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This is the constant for creating concave polygon shapes. A polygon is defined by a list of points. It can be used for intersections checks, but not for inside/outside checks.
</constant>
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<constant name= "SHAPE_CUSTOM" value= "8" enum= "ShapeType" >
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This constant is used internally by the engine. Any attempt to create this kind of shape results in an error.
</constant>
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<constant name= "AREA_PARAM_GRAVITY_OVERRIDE_MODE" value= "0" enum= "AreaParameter" >
Constant to set/get gravity override mode in an area. See [enum AreaSpaceOverrideMode] for possible values.
</constant>
<constant name= "AREA_PARAM_GRAVITY" value= "1" enum= "AreaParameter" >
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Constant to set/get gravity strength in an area.
</constant>
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<constant name= "AREA_PARAM_GRAVITY_VECTOR" value= "2" enum= "AreaParameter" >
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Constant to set/get gravity vector/center in an area.
</constant>
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<constant name= "AREA_PARAM_GRAVITY_IS_POINT" value= "3" enum= "AreaParameter" >
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Constant to set/get whether the gravity vector of an area is a direction, or a center point.
</constant>
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<constant name= "AREA_PARAM_GRAVITY_DISTANCE_SCALE" value= "4" enum= "AreaParameter" >
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Constant to set/get the falloff factor for point gravity of an area. The greater this value is, the faster the strength of gravity decreases with the square of distance.
</constant>
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<constant name= "AREA_PARAM_GRAVITY_POINT_ATTENUATION" value= "5" enum= "AreaParameter" >
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This constant was used to set/get the falloff factor for point gravity. It has been superseded by [constant AREA_PARAM_GRAVITY_DISTANCE_SCALE].
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</constant>
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<constant name= "AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE" value= "6" enum= "AreaParameter" >
Constant to set/get linear damping override mode in an area. See [enum AreaSpaceOverrideMode] for possible values.
</constant>
<constant name= "AREA_PARAM_LINEAR_DAMP" value= "7" enum= "AreaParameter" >
Constant to set/get the linear damping factor of an area.
</constant>
<constant name= "AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE" value= "8" enum= "AreaParameter" >
Constant to set/get angular damping override mode in an area. See [enum AreaSpaceOverrideMode] for possible values.
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</constant>
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<constant name= "AREA_PARAM_ANGULAR_DAMP" value= "9" enum= "AreaParameter" >
Constant to set/get the angular damping factor of an area.
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</constant>
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<constant name= "AREA_PARAM_PRIORITY" value= "10" enum= "AreaParameter" >
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Constant to set/get the priority (order of processing) of an area.
</constant>
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<constant name= "AREA_SPACE_OVERRIDE_DISABLED" value= "0" enum= "AreaSpaceOverrideMode" >
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This area does not affect gravity/damp. These are generally areas that exist only to detect collisions, and objects entering or exiting them.
</constant>
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<constant name= "AREA_SPACE_OVERRIDE_COMBINE" value= "1" enum= "AreaSpaceOverrideMode" >
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This area adds its gravity/damp values to whatever has been calculated so far. This way, many overlapping areas can combine their physics to make interesting effects.
</constant>
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<constant name= "AREA_SPACE_OVERRIDE_COMBINE_REPLACE" value= "2" enum= "AreaSpaceOverrideMode" >
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This area adds its gravity/damp values to whatever has been calculated so far. Then stops taking into account the rest of the areas, even the default one.
</constant>
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<constant name= "AREA_SPACE_OVERRIDE_REPLACE" value= "3" enum= "AreaSpaceOverrideMode" >
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This area replaces any gravity/damp, even the default one, and stops taking into account the rest of the areas.
</constant>
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<constant name= "AREA_SPACE_OVERRIDE_REPLACE_COMBINE" value= "4" enum= "AreaSpaceOverrideMode" >
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This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one.
</constant>
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<constant name= "BODY_MODE_STATIC" value= "0" enum= "BodyMode" >
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Constant for static bodies. In this mode, a body can be only moved by user code and doesn't collide with other bodies along its path when moved.
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</constant>
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<constant name= "BODY_MODE_KINEMATIC" value= "1" enum= "BodyMode" >
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Constant for kinematic bodies. In this mode, a body can be only moved by user code and collides with other bodies along its path.
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</constant>
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<constant name= "BODY_MODE_DYNAMIC" value= "2" enum= "BodyMode" >
Constant for dynamic bodies. In this mode, a body can be pushed by other bodies and has forces applied.
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</constant>
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<constant name= "BODY_MODE_DYNAMIC_LINEAR" value= "3" enum= "BodyMode" >
Constant for linear dynamic bodies. In this mode, a body is dynamic but can not rotate, and only its linear velocity is affected by external forces.
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</constant>
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<constant name= "BODY_PARAM_BOUNCE" value= "0" enum= "BodyParameter" >
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Constant to set/get a body's bounce factor.
</constant>
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<constant name= "BODY_PARAM_FRICTION" value= "1" enum= "BodyParameter" >
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Constant to set/get a body's friction.
</constant>
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<constant name= "BODY_PARAM_MASS" value= "2" enum= "BodyParameter" >
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Constant to set/get a body's mass.
</constant>
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<constant name= "BODY_PARAM_INERTIA" value= "3" enum= "BodyParameter" >
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Constant to set/get a body's inertia.
</constant>
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<constant name= "BODY_PARAM_CENTER_OF_MASS" value= "4" enum= "BodyParameter" >
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Constant to set/get a body's center of mass position in the body's local coordinate system.
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</constant>
<constant name= "BODY_PARAM_GRAVITY_SCALE" value= "5" enum= "BodyParameter" >
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Constant to set/get a body's gravity multiplier.
</constant>
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<constant name= "BODY_PARAM_LINEAR_DAMP_MODE" value= "6" enum= "BodyParameter" >
Constant to set/get a body's linear dampening mode. See [enum BodyDampMode] for possible values.
</constant>
<constant name= "BODY_PARAM_ANGULAR_DAMP_MODE" value= "7" enum= "BodyParameter" >
Constant to set/get a body's angular dampening mode. See [enum BodyDampMode] for possible values.
</constant>
<constant name= "BODY_PARAM_LINEAR_DAMP" value= "8" enum= "BodyParameter" >
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Constant to set/get a body's linear dampening factor.
</constant>
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<constant name= "BODY_PARAM_ANGULAR_DAMP" value= "9" enum= "BodyParameter" >
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Constant to set/get a body's angular dampening factor.
</constant>
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<constant name= "BODY_PARAM_MAX" value= "10" enum= "BodyParameter" >
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Represents the size of the [enum BodyParameter] enum.
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</constant>
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<constant name= "BODY_DAMP_MODE_COMBINE" value= "0" enum= "BodyDampMode" >
The body's damping value is added to any value set in areas or the default value.
</constant>
<constant name= "BODY_DAMP_MODE_REPLACE" value= "1" enum= "BodyDampMode" >
The body's damping value replaces any value set in areas or the default value.
</constant>
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<constant name= "BODY_STATE_TRANSFORM" value= "0" enum= "BodyState" >
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Constant to set/get the current transform matrix of the body.
</constant>
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<constant name= "BODY_STATE_LINEAR_VELOCITY" value= "1" enum= "BodyState" >
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Constant to set/get the current linear velocity of the body.
</constant>
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<constant name= "BODY_STATE_ANGULAR_VELOCITY" value= "2" enum= "BodyState" >
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Constant to set/get the current angular velocity of the body.
</constant>
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<constant name= "BODY_STATE_SLEEPING" value= "3" enum= "BodyState" >
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Constant to sleep/wake up a body, or to get whether it is sleeping.
</constant>
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<constant name= "BODY_STATE_CAN_SLEEP" value= "4" enum= "BodyState" >
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Constant to set/get whether the body can sleep.
</constant>
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<constant name= "JOINT_TYPE_PIN" value= "0" enum= "JointType" >
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Constant to create pin joints.
</constant>
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<constant name= "JOINT_TYPE_GROOVE" value= "1" enum= "JointType" >
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Constant to create groove joints.
</constant>
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<constant name= "JOINT_TYPE_DAMPED_SPRING" value= "2" enum= "JointType" >
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Constant to create damped spring joints.
</constant>
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<constant name= "JOINT_TYPE_MAX" value= "3" enum= "JointType" >
Represents the size of the [enum JointType] enum.
</constant>
2018-01-03 13:45:03 +01:00
<constant name= "JOINT_PARAM_BIAS" value= "0" enum= "JointParam" >
</constant>
<constant name= "JOINT_PARAM_MAX_BIAS" value= "1" enum= "JointParam" >
</constant>
<constant name= "JOINT_PARAM_MAX_FORCE" value= "2" enum= "JointParam" >
</constant>
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<constant name= "DAMPED_SPRING_REST_LENGTH" value= "0" enum= "DampedSpringParam" >
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Sets the resting length of the spring joint. The joint will always try to go to back this length when pulled apart.
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</constant>
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<constant name= "DAMPED_SPRING_STIFFNESS" value= "1" enum= "DampedSpringParam" >
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Sets the stiffness of the spring joint. The joint applies a force equal to the stiffness times the distance from its resting length.
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</constant>
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<constant name= "DAMPED_SPRING_DAMPING" value= "2" enum= "DampedSpringParam" >
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Sets the damping ratio of the spring joint. A value of 0 indicates an undamped spring, while 1 causes the system to reach equilibrium as fast as possible (critical damping).
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</constant>
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<constant name= "CCD_MODE_DISABLED" value= "0" enum= "CCDMode" >
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Disables continuous collision detection. This is the fastest way to detect body collisions, but can miss small, fast-moving objects.
</constant>
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<constant name= "CCD_MODE_CAST_RAY" value= "1" enum= "CCDMode" >
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Enables continuous collision detection by raycasting. It is faster than shapecasting, but less precise.
</constant>
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<constant name= "CCD_MODE_CAST_SHAPE" value= "2" enum= "CCDMode" >
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Enables continuous collision detection by shapecasting. It is the slowest CCD method, and the most precise.
</constant>
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<constant name= "AREA_BODY_ADDED" value= "0" enum= "AreaBodyStatus" >
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The value of the first parameter and area callback function receives, when an object enters one of its shapes.
</constant>
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<constant name= "AREA_BODY_REMOVED" value= "1" enum= "AreaBodyStatus" >
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The value of the first parameter and area callback function receives, when an object exits one of its shapes.
</constant>
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<constant name= "INFO_ACTIVE_OBJECTS" value= "0" enum= "ProcessInfo" >
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Constant to get the number of objects that are not sleeping.
</constant>
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<constant name= "INFO_COLLISION_PAIRS" value= "1" enum= "ProcessInfo" >
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Constant to get the number of possible collisions.
</constant>
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<constant name= "INFO_ISLAND_COUNT" value= "2" enum= "ProcessInfo" >
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Constant to get the number of space regions where a collision could occur.
</constant>
</constants>
</class>