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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "Physics2DDirectBodyState" inherits= "Object" version= "3.2" >
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<brief_description >
Direct access object to a physics body in the [Physics2DServer].
</brief_description>
<description >
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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 [method RigidBody2D._integrate_forces].
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</description>
<tutorials >
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<link > https://docs.godotengine.org/en/3.2/tutorials/physics/ray-casting.html</link>
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</tutorials>
<methods >
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<method name= "add_central_force" >
<return type= "void" >
</return>
<argument index= "0" name= "force" type= "Vector2" >
</argument>
<description >
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Adds a constant directional force without affecting rotation.
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</description>
</method>
<method name= "add_force" >
<return type= "void" >
</return>
<argument index= "0" name= "offset" type= "Vector2" >
</argument>
<argument index= "1" name= "force" type= "Vector2" >
</argument>
<description >
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Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
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</description>
</method>
<method name= "add_torque" >
<return type= "void" >
</return>
<argument index= "0" name= "torque" type= "float" >
</argument>
<description >
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Adds a constant rotational force.
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</description>
</method>
<method name= "apply_central_impulse" >
<return type= "void" >
</return>
<argument index= "0" name= "impulse" type= "Vector2" >
</argument>
<description >
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Applies a directional impulse without affecting rotation.
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</description>
</method>
<method name= "apply_impulse" >
<return type= "void" >
</return>
<argument index= "0" name= "offset" type= "Vector2" >
</argument>
<argument index= "1" name= "impulse" type= "Vector2" >
</argument>
<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). The offset uses the rotation of the global coordinate system, but is centered at the object's origin.
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</description>
</method>
<method name= "apply_torque_impulse" >
<return type= "void" >
</return>
<argument index= "0" name= "impulse" type= "float" >
</argument>
<description >
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Applies a rotational impulse to the body.
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</description>
</method>
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<method name= "get_contact_collider" qualifiers= "const" >
<return type= "RID" >
</return>
<argument index= "0" name= "contact_idx" type= "int" >
</argument>
<description >
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Returns the collider's [RID].
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</description>
</method>
<method name= "get_contact_collider_id" qualifiers= "const" >
<return type= "int" >
</return>
<argument index= "0" name= "contact_idx" type= "int" >
</argument>
<description >
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Returns the collider's object id.
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</description>
</method>
<method name= "get_contact_collider_object" qualifiers= "const" >
<return type= "Object" >
</return>
<argument index= "0" name= "contact_idx" type= "int" >
</argument>
<description >
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Returns the collider object. This depends on how it was created (will return a scene node if such was used to create it).
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</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 >
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Returns the contact position in the collider.
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</description>
</method>
<method name= "get_contact_collider_shape" qualifiers= "const" >
<return type= "int" >
</return>
<argument index= "0" name= "contact_idx" type= "int" >
</argument>
<description >
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Returns the collider's shape index.
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</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 >
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Returns the collided shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].
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</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 >
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Returns the linear velocity vector at the collider's contact point.
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</description>
</method>
<method name= "get_contact_count" qualifiers= "const" >
<return type= "int" >
</return>
<description >
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Returns the number of contacts this body has with other bodies.
[b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidBody2D.contact_monitor].
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</description>
</method>
<method name= "get_contact_local_normal" qualifiers= "const" >
<return type= "Vector2" >
</return>
<argument index= "0" name= "contact_idx" type= "int" >
</argument>
<description >
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Returns the local normal at the contact point.
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</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 >
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Returns the local position of the contact point.
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</description>
</method>
<method name= "get_contact_local_shape" qualifiers= "const" >
<return type= "int" >
</return>
<argument index= "0" name= "contact_idx" type= "int" >
</argument>
<description >
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Returns the local shape index of the collision.
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</description>
</method>
<method name= "get_space_state" >
<return type= "Physics2DDirectSpaceState" >
</return>
<description >
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Returns the current state of the space, useful for queries.
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</description>
</method>
<method name= "integrate_forces" >
<return type= "void" >
</return>
<description >
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Calls the built-in force integration code.
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</description>
</method>
</methods>
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<members >
<member name= "angular_velocity" type= "float" setter= "set_angular_velocity" getter= "get_angular_velocity" >
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The body's rotational velocity.
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</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" >
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The body's linear velocity.
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</member>
<member name= "sleeping" type= "bool" setter= "set_sleep_state" getter= "is_sleeping" >
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If [code]true[/code], this body is currently sleeping (not active).
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</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" >
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The body's transformation matrix.
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</member>
</members>
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<constants >
</constants>
</class>