2fe15124de
This will be changed to radians per second in Godot 4.0, but it can't be changed in 3.x to preserve compatibility with existing projects.
189 lines
7.7 KiB
XML
189 lines
7.7 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Physics2DDirectBodyState" inherits="Object" version="3.5">
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<brief_description>
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Direct access object to a physics body in the [Physics2DServer].
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</brief_description>
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<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>
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<tutorials>
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<link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link>
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<link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link>
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</tutorials>
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<methods>
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<method name="add_central_force">
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<return type="void" />
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<argument index="0" name="force" type="Vector2" />
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<description>
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Adds a constant directional force without affecting rotation.
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</description>
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</method>
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<method name="add_force">
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<return type="void" />
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<argument index="0" name="offset" type="Vector2" />
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<argument index="1" name="force" type="Vector2" />
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<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>
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</method>
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<method name="add_torque">
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<return type="void" />
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<argument index="0" name="torque" type="float" />
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<description>
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Adds a constant rotational force.
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</description>
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</method>
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<method name="apply_central_impulse">
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<return type="void" />
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<argument index="0" name="impulse" type="Vector2" />
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<description>
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Applies a directional impulse without affecting rotation.
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</description>
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</method>
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<method name="apply_impulse">
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<return type="void" />
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<argument index="0" name="offset" type="Vector2" />
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<argument index="1" name="impulse" type="Vector2" />
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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). The offset uses the rotation of the global coordinate system, but is centered at the object's origin.
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</description>
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</method>
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<method name="apply_torque_impulse">
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<return type="void" />
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<argument index="0" name="impulse" type="float" />
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<description>
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Applies a rotational impulse to the body.
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</description>
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</method>
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<method name="get_contact_collider" qualifiers="const">
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<return type="RID" />
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<argument index="0" name="contact_idx" type="int" />
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<description>
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Returns the collider's [RID].
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</description>
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</method>
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<method name="get_contact_collider_id" qualifiers="const">
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<return type="int" />
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<argument index="0" name="contact_idx" type="int" />
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<description>
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Returns the collider's object id.
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</description>
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</method>
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<method name="get_contact_collider_object" qualifiers="const">
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<return type="Object" />
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<argument index="0" name="contact_idx" type="int" />
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<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>
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</method>
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<method name="get_contact_collider_position" qualifiers="const">
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<return type="Vector2" />
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<argument index="0" name="contact_idx" type="int" />
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<description>
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Returns the contact position in the collider.
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</description>
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</method>
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<method name="get_contact_collider_shape" qualifiers="const">
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<return type="int" />
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<argument index="0" name="contact_idx" type="int" />
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<description>
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Returns the collider's shape index.
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</description>
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</method>
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<method name="get_contact_collider_shape_metadata" qualifiers="const">
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<return type="Variant" />
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<argument index="0" name="contact_idx" type="int" />
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<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>
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</method>
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<method name="get_contact_collider_velocity_at_position" qualifiers="const">
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<return type="Vector2" />
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<argument index="0" name="contact_idx" type="int" />
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<description>
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Returns the linear velocity vector at the collider's contact point.
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</description>
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</method>
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<method name="get_contact_count" qualifiers="const">
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<return type="int" />
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<description>
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Returns the number of contacts this body has with other bodies.
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[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>
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</method>
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<method name="get_contact_local_normal" qualifiers="const">
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<return type="Vector2" />
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<argument index="0" name="contact_idx" type="int" />
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<description>
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Returns the local normal at the contact point.
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</description>
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</method>
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<method name="get_contact_local_position" qualifiers="const">
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<return type="Vector2" />
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<argument index="0" name="contact_idx" type="int" />
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<description>
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Returns the local position of the contact point.
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</description>
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</method>
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<method name="get_contact_local_shape" qualifiers="const">
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<return type="int" />
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<argument index="0" name="contact_idx" type="int" />
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<description>
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Returns the local shape index of the collision.
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</description>
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</method>
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<method name="get_space_state">
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<return type="Physics2DDirectSpaceState" />
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<description>
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Returns the current state of the space, useful for queries.
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</description>
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</method>
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<method name="get_velocity_at_local_position" qualifiers="const">
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<return type="Vector2" />
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<argument index="0" name="local_position" type="Vector2" />
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<description>
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Returns the body's velocity at the given relative position, including both translation and rotation.
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</description>
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</method>
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<method name="integrate_forces">
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<return type="void" />
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<description>
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Calls the built-in force integration code.
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</description>
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</method>
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</methods>
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<members>
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<member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity">
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The body's rotational velocity in [i]radians[/i] per second.
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</member>
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<member name="inverse_inertia" type="float" setter="" getter="get_inverse_inertia">
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The inverse of the inertia of the body.
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</member>
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<member name="inverse_mass" type="float" setter="" getter="get_inverse_mass">
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The inverse of the mass of the body.
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</member>
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<member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity">
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The body's linear velocity in pixels per second.
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</member>
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<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>
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<member name="step" type="float" setter="" getter="get_step">
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The timestep (delta) used for the simulation.
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</member>
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<member name="total_angular_damp" type="float" setter="" getter="get_total_angular_damp">
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The rate at which the body stops rotating, if there are not any other forces moving it.
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</member>
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<member name="total_gravity" type="Vector2" setter="" getter="get_total_gravity">
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The total gravity vector being currently applied to this body.
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</member>
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<member name="total_linear_damp" type="float" setter="" getter="get_total_linear_damp">
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The rate at which the body stops moving, if there are not any other forces moving it.
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</member>
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<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>
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</members>
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<constants>
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</constants>
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</class>
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