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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "Physics2DDirectBodyState" inherits= "Object" category= "Core" version= "3.0.2" >
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<brief_description >
Direct access object to a physics body in the [Physics2DServer].
</brief_description>
<description >
Direct access object to a physics body in the [Physics2DServer]. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body.
</description>
<tutorials >
</tutorials>
<demos >
</demos>
<methods >
<method name= "get_contact_collider" qualifiers= "const" >
<return type= "RID" >
</return>
<argument index= "0" name= "contact_idx" type= "int" >
</argument>
<description >
Return the [RID] of the collider.
</description>
</method>
<method name= "get_contact_collider_id" qualifiers= "const" >
<return type= "int" >
</return>
<argument index= "0" name= "contact_idx" type= "int" >
</argument>
<description >
Return the object id of the collider.
</description>
</method>
<method name= "get_contact_collider_object" qualifiers= "const" >
<return type= "Object" >
</return>
<argument index= "0" name= "contact_idx" type= "int" >
</argument>
<description >
Return the collider object, this depends on how it was created (will return a scene node if such was used to create it).
</description>
</method>
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<method name= "get_contact_collider_position" qualifiers= "const" >
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<return type= "Vector2" >
</return>
<argument index= "0" name= "contact_idx" type= "int" >
</argument>
<description >
Return the contact position in the collider.
</description>
</method>
<method name= "get_contact_collider_shape" qualifiers= "const" >
<return type= "int" >
</return>
<argument index= "0" name= "contact_idx" type= "int" >
</argument>
<description >
Return the collider shape index.
</description>
</method>
<method name= "get_contact_collider_shape_metadata" qualifiers= "const" >
<return type= "Variant" >
</return>
<argument index= "0" name= "contact_idx" type= "int" >
</argument>
<description >
Return the metadata of the collided shape. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].
</description>
</method>
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<method name= "get_contact_collider_velocity_at_position" qualifiers= "const" >
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<return type= "Vector2" >
</return>
<argument index= "0" name= "contact_idx" type= "int" >
</argument>
<description >
Return the linear velocity vector at contact point of the collider.
</description>
</method>
<method name= "get_contact_count" qualifiers= "const" >
<return type= "int" >
</return>
<description >
Return the amount of contacts this body has with other bodies. Note that by default this returns 0 unless bodies are configured to log contacts.
</description>
</method>
<method name= "get_contact_local_normal" qualifiers= "const" >
<return type= "Vector2" >
</return>
<argument index= "0" name= "contact_idx" type= "int" >
</argument>
<description >
Return the local normal (of this body) of the contact point.
</description>
</method>
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<method name= "get_contact_local_position" qualifiers= "const" >
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<return type= "Vector2" >
</return>
<argument index= "0" name= "contact_idx" type= "int" >
</argument>
<description >
Return the local position (of this body) of the contact point.
</description>
</method>
<method name= "get_contact_local_shape" qualifiers= "const" >
<return type= "int" >
</return>
<argument index= "0" name= "contact_idx" type= "int" >
</argument>
<description >
Return the local shape index of the collision.
</description>
</method>
<method name= "get_space_state" >
<return type= "Physics2DDirectSpaceState" >
</return>
<description >
Return the current state of space, useful for queries.
</description>
</method>
<method name= "integrate_forces" >
<return type= "void" >
</return>
<description >
Call the built-in force integration code.
</description>
</method>
</methods>
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<members >
<member name= "angular_velocity" type= "float" setter= "set_angular_velocity" getter= "get_angular_velocity" >
The angular velocity of the body.
</member>
<member name= "inverse_inertia" type= "float" setter= "" getter= "get_inverse_inertia" >
The inverse of the inertia of the body.
</member>
<member name= "inverse_mass" type= "float" setter= "" getter= "get_inverse_mass" >
The inverse of the mass of the body.
</member>
<member name= "linear_velocity" type= "Vector2" setter= "set_linear_velocity" getter= "get_linear_velocity" >
The linear velocity of the body.
</member>
<member name= "sleeping" type= "bool" setter= "set_sleep_state" getter= "is_sleeping" >
[code]true[/code] if this body is currently sleeping (not active).
</member>
<member name= "step" type= "float" setter= "" getter= "get_step" >
The timestep (delta) used for the simulation.
</member>
<member name= "total_angular_damp" type= "float" setter= "" getter= "get_total_angular_damp" >
The rate at which the body stops rotating, if there are not any other forces moving it.
</member>
<member name= "total_gravity" type= "Vector2" setter= "" getter= "get_total_gravity" >
The total gravity vector being currently applied to this body.
</member>
<member name= "total_linear_damp" type= "float" setter= "" getter= "get_total_linear_damp" >
The rate at which the body stops moving, if there are not any other forces moving it.
</member>
<member name= "transform" type= "Transform2D" setter= "set_transform" getter= "get_transform" >
The transformation matrix of the body.
</member>
</members>
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<constants >
</constants>
</class>