d516aab8fa
Also enhance RigidBody docs as per https://github.com/godotengine/godot-docs/pull/1018 and fix the version tag in all files (not really stable yet, but it makes no sense to hardcode rc3 at this stage).
160 lines
5.6 KiB
XML
160 lines
5.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Physics2DDirectBodyState" inherits="Object" category="Core" version="3.0-stable">
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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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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.
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</description>
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<tutorials>
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</tutorials>
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<demos>
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</demos>
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<methods>
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<method name="get_contact_collider" qualifiers="const">
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<return type="RID">
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</return>
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<argument index="0" name="contact_idx" type="int">
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</argument>
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<description>
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Return the [RID] of the collider.
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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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</return>
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<argument index="0" name="contact_idx" type="int">
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</argument>
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<description>
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Return the object id of the collider.
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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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</return>
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<argument index="0" name="contact_idx" type="int">
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</argument>
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<description>
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Return 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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</return>
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<argument index="0" name="contact_idx" type="int">
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</argument>
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<description>
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Return 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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</return>
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<argument index="0" name="contact_idx" type="int">
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</argument>
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<description>
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Return the collider 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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</return>
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<argument index="0" name="contact_idx" type="int">
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</argument>
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<description>
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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].
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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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</return>
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<argument index="0" name="contact_idx" type="int">
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</argument>
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<description>
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Return the linear velocity vector at contact point of the collider.
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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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</return>
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<description>
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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.
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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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</return>
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<argument index="0" name="contact_idx" type="int">
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</argument>
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<description>
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Return the local normal (of this body) of 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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</return>
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<argument index="0" name="contact_idx" type="int">
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</argument>
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<description>
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Return the local position (of this body) 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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</return>
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<argument index="0" name="contact_idx" type="int">
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</argument>
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<description>
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Return 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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</return>
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<description>
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Return the current state of space, useful for queries.
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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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</return>
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<description>
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Call 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 angular velocity of the body.
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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 linear velocity of the body.
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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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[code]true[/code] if 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 transformation matrix of the body.
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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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