virtualx-engine/doc/classes/Physics2DServer.xml
PouleyKetchoupp 7344beafdd
Fix errors in KinematicBody when floor is destroyed or removed
In all physics servers, body_get_direct_state() now silently returns
nullptr when the body has been already freed or is removed from space,
so the client code can detect this state and invalidate the body rid.

In 2D, there is no change in behavior (just no more errors).

In 3D, the Bullet server returned a valid direct body state when the
body was removed from the physics space, but in this case it didn't
make sense to use the information from the body state.

(cherry picked from commit b93aeec4a2)
2021-11-15 22:32:53 +01:00

1000 lines
43 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="Physics2DServer" inherits="Object" version="3.4">
<brief_description>
Server interface for low-level 2D physics access.
</brief_description>
<description>
Physics2DServer 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.
</description>
<tutorials>
</tutorials>
<methods>
<method name="area_add_shape">
<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" />
<description>
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.
</description>
</method>
<method name="area_attach_canvas_instance_id">
<return type="void" />
<argument index="0" name="area" type="RID" />
<argument index="1" name="id" type="int" />
<description>
</description>
</method>
<method name="area_attach_object_instance_id">
<return type="void" />
<argument index="0" name="area" type="RID" />
<argument index="1" name="id" type="int" />
<description>
Assigns the area to a descendant of [Object], so it can exist in the node tree.
</description>
</method>
<method name="area_clear_shapes">
<return type="void" />
<argument index="0" name="area" type="RID" />
<description>
Removes all shapes from an area. It does not delete the shapes, so they can be reassigned later.
</description>
</method>
<method name="area_create">
<return type="RID" />
<description>
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.
</description>
</method>
<method name="area_get_canvas_instance_id" qualifiers="const">
<return type="int" />
<argument index="0" name="area" type="RID" />
<description>
</description>
</method>
<method name="area_get_object_instance_id" qualifiers="const">
<return type="int" />
<argument index="0" name="area" type="RID" />
<description>
Gets the instance ID of the object the area is assigned to.
</description>
</method>
<method name="area_get_param" qualifiers="const">
<return type="Variant" />
<argument index="0" name="area" type="RID" />
<argument index="1" name="param" type="int" enum="Physics2DServer.AreaParameter" />
<description>
Returns an area parameter value. See [enum AreaParameter] for a list of available parameters.
</description>
</method>
<method name="area_get_shape" qualifiers="const">
<return type="RID" />
<argument index="0" name="area" type="RID" />
<argument index="1" name="shape_idx" type="int" />
<description>
Returns the [RID] of the nth shape of an area.
</description>
</method>
<method name="area_get_shape_count" qualifiers="const">
<return type="int" />
<argument index="0" name="area" type="RID" />
<description>
Returns the number of shapes assigned to an area.
</description>
</method>
<method name="area_get_shape_transform" qualifiers="const">
<return type="Transform2D" />
<argument index="0" name="area" type="RID" />
<argument index="1" name="shape_idx" type="int" />
<description>
Returns the transform matrix of a shape within an area.
</description>
</method>
<method name="area_get_space" qualifiers="const">
<return type="RID" />
<argument index="0" name="area" type="RID" />
<description>
Returns the space assigned to the area.
</description>
</method>
<method name="area_get_space_override_mode" qualifiers="const">
<return type="int" enum="Physics2DServer.AreaSpaceOverrideMode" />
<argument index="0" name="area" type="RID" />
<description>
Returns the space override mode for the area.
</description>
</method>
<method name="area_get_transform" qualifiers="const">
<return type="Transform2D" />
<argument index="0" name="area" type="RID" />
<description>
Returns the transform matrix for an area.
</description>
</method>
<method name="area_remove_shape">
<return type="void" />
<argument index="0" name="area" type="RID" />
<argument index="1" name="shape_idx" type="int" />
<description>
Removes a shape from an area. It does not delete the shape, so it can be reassigned later.
</description>
</method>
<method name="area_set_area_monitor_callback">
<return type="void" />
<argument index="0" name="area" type="RID" />
<argument index="1" name="receiver" type="Object" />
<argument index="2" name="method" type="String" />
<description>
</description>
</method>
<method name="area_set_collision_layer">
<return type="void" />
<argument index="0" name="area" type="RID" />
<argument index="1" name="layer" type="int" />
<description>
Assigns the area to one or many physics layers.
</description>
</method>
<method name="area_set_collision_mask">
<return type="void" />
<argument index="0" name="area" type="RID" />
<argument index="1" name="mask" type="int" />
<description>
Sets which physics layers the area will monitor.
</description>
</method>
<method name="area_set_monitor_callback">
<return type="void" />
<argument index="0" name="area" type="RID" />
<argument index="1" name="receiver" type="Object" />
<argument index="2" name="method" type="String" />
<description>
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:
1: [constant AREA_BODY_ADDED] or [constant AREA_BODY_REMOVED], depending on whether the object entered or exited the area.
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>
<method name="area_set_monitorable">
<return type="void" />
<argument index="0" name="area" type="RID" />
<argument index="1" name="monitorable" type="bool" />
<description>
</description>
</method>
<method name="area_set_param">
<return type="void" />
<argument index="0" name="area" type="RID" />
<argument index="1" name="param" type="int" enum="Physics2DServer.AreaParameter" />
<argument index="2" name="value" type="Variant" />
<description>
Sets the value for an area parameter. See [enum AreaParameter] for a list of available parameters.
</description>
</method>
<method name="area_set_shape">
<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" />
<description>
Substitutes a given area shape by another. The old shape is selected by its index, the new one by its [RID].
</description>
</method>
<method name="area_set_shape_disabled">
<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" />
<description>
Disables a given shape in an area.
</description>
</method>
<method name="area_set_shape_transform">
<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" />
<description>
Sets the transform matrix for an area shape.
</description>
</method>
<method name="area_set_space">
<return type="void" />
<argument index="0" name="area" type="RID" />
<argument index="1" name="space" type="RID" />
<description>
Assigns a space to the area.
</description>
</method>
<method name="area_set_space_override_mode">
<return type="void" />
<argument index="0" name="area" type="RID" />
<argument index="1" name="mode" type="int" enum="Physics2DServer.AreaSpaceOverrideMode" />
<description>
Sets the space override mode for the area. See [enum AreaSpaceOverrideMode] for a list of available modes.
</description>
</method>
<method name="area_set_transform">
<return type="void" />
<argument index="0" name="area" type="RID" />
<argument index="1" name="transform" type="Transform2D" />
<description>
Sets the transform matrix for an area.
</description>
</method>
<method name="body_add_central_force">
<return type="void" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="force" type="Vector2" />
<description>
</description>
</method>
<method name="body_add_collision_exception">
<return type="void" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="excepted_body" type="RID" />
<description>
Adds a body to the list of bodies exempt from collisions.
</description>
</method>
<method name="body_add_force">
<return type="void" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="offset" type="Vector2" />
<argument index="2" name="force" type="Vector2" />
<description>
Adds a positioned force to the applied force and torque. As with [method body_apply_impulse], both the force and the offset from the body origin are in global coordinates. A force differs from an impulse in that, while the two are forces, the impulse clears itself after being applied.
</description>
</method>
<method name="body_add_shape">
<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" />
<description>
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.
</description>
</method>
<method name="body_add_torque">
<return type="void" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="torque" type="float" />
<description>
</description>
</method>
<method name="body_apply_central_impulse">
<return type="void" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="impulse" type="Vector2" />
<description>
</description>
</method>
<method name="body_apply_impulse">
<return type="void" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="position" type="Vector2" />
<argument index="2" name="impulse" type="Vector2" />
<description>
Adds a positioned impulse to the applied force and torque. Both the force and the offset from the body origin are in global coordinates.
</description>
</method>
<method name="body_apply_torque_impulse">
<return type="void" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="impulse" type="float" />
<description>
</description>
</method>
<method name="body_attach_canvas_instance_id">
<return type="void" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="id" type="int" />
<description>
</description>
</method>
<method name="body_attach_object_instance_id">
<return type="void" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="id" type="int" />
<description>
Assigns the area to a descendant of [Object], so it can exist in the node tree.
</description>
</method>
<method name="body_clear_shapes">
<return type="void" />
<argument index="0" name="body" type="RID" />
<description>
Removes all shapes from a body.
</description>
</method>
<method name="body_create">
<return type="RID" />
<description>
Creates a physics body.
</description>
</method>
<method name="body_get_canvas_instance_id" qualifiers="const">
<return type="int" />
<argument index="0" name="body" type="RID" />
<description>
</description>
</method>
<method name="body_get_collision_layer" qualifiers="const">
<return type="int" />
<argument index="0" name="body" type="RID" />
<description>
Returns the physics layer or layers a body belongs to.
</description>
</method>
<method name="body_get_collision_mask" qualifiers="const">
<return type="int" />
<argument index="0" name="body" type="RID" />
<description>
Returns the physics layer or layers a body can collide with.
</description>
</method>
<method name="body_get_continuous_collision_detection_mode" qualifiers="const">
<return type="int" enum="Physics2DServer.CCDMode" />
<argument index="0" name="body" type="RID" />
<description>
Returns the continuous collision detection mode.
</description>
</method>
<method name="body_get_direct_state">
<return type="Physics2DDirectBodyState" />
<argument index="0" name="body" type="RID" />
<description>
Returns the [Physics2DDirectBodyState] of the body. Returns [code]null[/code] if the body is destroyed or removed from the physics space.
</description>
</method>
<method name="body_get_max_contacts_reported" qualifiers="const">
<return type="int" />
<argument index="0" name="body" type="RID" />
<description>
Returns the maximum contacts that can be reported. See [method body_set_max_contacts_reported].
</description>
</method>
<method name="body_get_mode" qualifiers="const">
<return type="int" enum="Physics2DServer.BodyMode" />
<argument index="0" name="body" type="RID" />
<description>
Returns the body mode.
</description>
</method>
<method name="body_get_object_instance_id" qualifiers="const">
<return type="int" />
<argument index="0" name="body" type="RID" />
<description>
Gets the instance ID of the object the area is assigned to.
</description>
</method>
<method name="body_get_param" qualifiers="const">
<return type="float" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="param" type="int" enum="Physics2DServer.BodyParameter" />
<description>
Returns the value of a body parameter. See [enum BodyParameter] for a list of available parameters.
</description>
</method>
<method name="body_get_shape" qualifiers="const">
<return type="RID" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="shape_idx" type="int" />
<description>
Returns the [RID] of the nth shape of a body.
</description>
</method>
<method name="body_get_shape_count" qualifiers="const">
<return type="int" />
<argument index="0" name="body" type="RID" />
<description>
Returns the number of shapes assigned to a body.
</description>
</method>
<method name="body_get_shape_metadata" qualifiers="const">
<return type="Variant" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="shape_idx" type="int" />
<description>
Returns the metadata of a shape of a body.
</description>
</method>
<method name="body_get_shape_transform" qualifiers="const">
<return type="Transform2D" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="shape_idx" type="int" />
<description>
Returns the transform matrix of a body shape.
</description>
</method>
<method name="body_get_space" qualifiers="const">
<return type="RID" />
<argument index="0" name="body" type="RID" />
<description>
Returns the [RID] of the space assigned to a body.
</description>
</method>
<method name="body_get_state" qualifiers="const">
<return type="Variant" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="state" type="int" enum="Physics2DServer.BodyState" />
<description>
Returns a body state.
</description>
</method>
<method name="body_is_omitting_force_integration" qualifiers="const">
<return type="bool" />
<argument index="0" name="body" type="RID" />
<description>
Returns whether a body uses a callback function to calculate its own physics (see [method body_set_force_integration_callback]).
</description>
</method>
<method name="body_remove_collision_exception">
<return type="void" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="excepted_body" type="RID" />
<description>
Removes a body from the list of bodies exempt from collisions.
</description>
</method>
<method name="body_remove_shape">
<return type="void" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="shape_idx" type="int" />
<description>
Removes a shape from a body. The shape is not deleted, so it can be reused afterwards.
</description>
</method>
<method name="body_set_axis_velocity">
<return type="void" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="axis_velocity" type="Vector2" />
<description>
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.
</description>
</method>
<method name="body_set_collision_layer">
<return type="void" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="layer" type="int" />
<description>
Sets the physics layer or layers a body belongs to.
</description>
</method>
<method name="body_set_collision_mask">
<return type="void" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="mask" type="int" />
<description>
Sets the physics layer or layers a body can collide with.
</description>
</method>
<method name="body_set_continuous_collision_detection_mode">
<return type="void" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="mode" type="int" enum="Physics2DServer.CCDMode" />
<description>
Sets the continuous collision detection mode using one of the [enum CCDMode] constants.
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">
<return type="void" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="receiver" type="Object" />
<argument index="2" name="method" type="String" />
<argument index="3" name="userdata" type="Variant" default="null" />
<description>
Sets the function used to calculate physics for an object, if that object allows it (see [method body_set_omit_force_integration]).
</description>
</method>
<method name="body_set_max_contacts_reported">
<return type="void" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="amount" type="int" />
<description>
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.
</description>
</method>
<method name="body_set_mode">
<return type="void" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="mode" type="int" enum="Physics2DServer.BodyMode" />
<description>
Sets the body mode using one of the [enum BodyMode] constants.
</description>
</method>
<method name="body_set_omit_force_integration">
<return type="void" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="enable" type="bool" />
<description>
Sets whether a body uses a callback function to calculate its own physics (see [method body_set_force_integration_callback]).
</description>
</method>
<method name="body_set_param">
<return type="void" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="param" type="int" enum="Physics2DServer.BodyParameter" />
<argument index="2" name="value" type="float" />
<description>
Sets a body parameter. See [enum BodyParameter] for a list of available parameters.
</description>
</method>
<method name="body_set_shape">
<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" />
<description>
Substitutes a given body shape by another. The old shape is selected by its index, the new one by its [RID].
</description>
</method>
<method name="body_set_shape_as_one_way_collision">
<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" />
<description>
Enables one way collision on body if [code]enable[/code] is [code]true[/code].
</description>
</method>
<method name="body_set_shape_disabled">
<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" />
<description>
Disables shape in body if [code]disable[/code] is [code]true[/code].
</description>
</method>
<method name="body_set_shape_metadata">
<return type="void" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="shape_idx" type="int" />
<argument index="2" name="metadata" type="Variant" />
<description>
Sets metadata of a shape within a body. This metadata is different from [method Object.set_meta], and can be retrieved on shape queries.
</description>
</method>
<method name="body_set_shape_transform">
<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" />
<description>
Sets the transform matrix for a body shape.
</description>
</method>
<method name="body_set_space">
<return type="void" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="space" type="RID" />
<description>
Assigns a space to the body (see [method space_create]).
</description>
</method>
<method name="body_set_state">
<return type="void" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="state" type="int" enum="Physics2DServer.BodyState" />
<argument index="2" name="value" type="Variant" />
<description>
Sets a body state using one of the [enum BodyState] constants.
Note that the method doesn't take effect immediately. The state will change on the next physics frame.
</description>
</method>
<method name="body_test_motion">
<return type="bool" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="from" type="Transform2D" />
<argument index="2" name="motion" type="Vector2" />
<argument index="3" name="infinite_inertia" type="bool" />
<argument index="4" name="margin" type="float" default="0.08" />
<argument index="5" name="result" type="Physics2DTestMotionResult" default="null" />
<argument index="6" name="exclude_raycast_shapes" type="bool" default="true" />
<argument index="7" name="exclude" type="Array" default="[ ]" />
<description>
Returns [code]true[/code] if a collision would result from moving in the given direction from a given point in space. Margin increases the size of the shapes involved in the collision detection. [Physics2DTestMotionResult] can be passed to return additional information in.
</description>
</method>
<method name="capsule_shape_create">
<return type="RID" />
<description>
</description>
</method>
<method name="circle_shape_create">
<return type="RID" />
<description>
</description>
</method>
<method name="concave_polygon_shape_create">
<return type="RID" />
<description>
</description>
</method>
<method name="convex_polygon_shape_create">
<return type="RID" />
<description>
</description>
</method>
<method name="damped_spring_joint_create">
<return type="RID" />
<argument index="0" name="anchor_a" type="Vector2" />
<argument index="1" name="anchor_b" type="Vector2" />
<argument index="2" name="body_a" type="RID" />
<argument index="3" name="body_b" type="RID" />
<description>
Creates a damped spring joint between two bodies. If not specified, the second body is assumed to be the joint itself.
</description>
</method>
<method name="damped_string_joint_get_param" qualifiers="const">
<return type="float" />
<argument index="0" name="joint" type="RID" />
<argument index="1" name="param" type="int" enum="Physics2DServer.DampedStringParam" />
<description>
Returns the value of a damped spring joint parameter.
</description>
</method>
<method name="damped_string_joint_set_param">
<return type="void" />
<argument index="0" name="joint" type="RID" />
<argument index="1" name="param" type="int" enum="Physics2DServer.DampedStringParam" />
<argument index="2" name="value" type="float" />
<description>
Sets a damped spring joint parameter. See [enum DampedStringParam] for a list of available parameters.
</description>
</method>
<method name="free_rid">
<return type="void" />
<argument index="0" name="rid" type="RID" />
<description>
Destroys any of the objects created by Physics2DServer. If the [RID] passed is not one of the objects that can be created by Physics2DServer, an error will be sent to the console.
</description>
</method>
<method name="get_process_info">
<return type="int" />
<argument index="0" name="process_info" type="int" enum="Physics2DServer.ProcessInfo" />
<description>
Returns information about the current state of the 2D physics engine. See [enum ProcessInfo] for a list of available states.
</description>
</method>
<method name="groove_joint_create">
<return type="RID" />
<argument index="0" name="groove1_a" type="Vector2" />
<argument index="1" name="groove2_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" />
<description>
Creates a groove joint between two bodies. If not specified, the bodies are assumed to be the joint itself.
</description>
</method>
<method name="joint_get_param" qualifiers="const">
<return type="float" />
<argument index="0" name="joint" type="RID" />
<argument index="1" name="param" type="int" enum="Physics2DServer.JointParam" />
<description>
Returns the value of a joint parameter.
</description>
</method>
<method name="joint_get_type" qualifiers="const">
<return type="int" enum="Physics2DServer.JointType" />
<argument index="0" name="joint" type="RID" />
<description>
Returns a joint's type (see [enum JointType]).
</description>
</method>
<method name="joint_set_param">
<return type="void" />
<argument index="0" name="joint" type="RID" />
<argument index="1" name="param" type="int" enum="Physics2DServer.JointParam" />
<argument index="2" name="value" type="float" />
<description>
Sets a joint parameter. See [enum JointParam] for a list of available parameters.
</description>
</method>
<method name="line_shape_create">
<return type="RID" />
<description>
</description>
</method>
<method name="pin_joint_create">
<return type="RID" />
<argument index="0" name="anchor" type="Vector2" />
<argument index="1" name="body_a" type="RID" />
<argument index="2" name="body_b" type="RID" />
<description>
Creates a pin joint between two bodies. If not specified, the second body is assumed to be the joint itself.
</description>
</method>
<method name="ray_shape_create">
<return type="RID" />
<description>
</description>
</method>
<method name="rectangle_shape_create">
<return type="RID" />
<description>
</description>
</method>
<method name="segment_shape_create">
<return type="RID" />
<description>
</description>
</method>
<method name="set_active">
<return type="void" />
<argument index="0" name="active" type="bool" />
<description>
Activates or deactivates the 2D physics engine.
</description>
</method>
<method name="set_collision_iterations">
<return type="void" />
<argument index="0" name="iterations" type="int" />
<description>
Sets the amount of iterations for calculating velocities of colliding bodies. 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. The default value is [code]8[/code].
</description>
</method>
<method name="shape_get_data" qualifiers="const">
<return type="Variant" />
<argument index="0" name="shape" type="RID" />
<description>
Returns the shape data.
</description>
</method>
<method name="shape_get_type" qualifiers="const">
<return type="int" enum="Physics2DServer.ShapeType" />
<argument index="0" name="shape" type="RID" />
<description>
Returns a shape's type (see [enum ShapeType]).
</description>
</method>
<method name="shape_set_data">
<return type="void" />
<argument index="0" name="shape" type="RID" />
<argument index="1" name="data" type="Variant" />
<description>
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].
</description>
</method>
<method name="space_create">
<return type="RID" />
<description>
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].
</description>
</method>
<method name="space_get_direct_state">
<return type="Physics2DDirectSpaceState" />
<argument index="0" name="space" type="RID" />
<description>
Returns the state of a space, a [Physics2DDirectSpaceState]. This object can be used to make collision/intersection queries.
</description>
</method>
<method name="space_get_param" qualifiers="const">
<return type="float" />
<argument index="0" name="space" type="RID" />
<argument index="1" name="param" type="int" enum="Physics2DServer.SpaceParameter" />
<description>
Returns the value of a space parameter.
</description>
</method>
<method name="space_is_active" qualifiers="const">
<return type="bool" />
<argument index="0" name="space" type="RID" />
<description>
Returns whether the space is active.
</description>
</method>
<method name="space_set_active">
<return type="void" />
<argument index="0" name="space" type="RID" />
<argument index="1" name="active" type="bool" />
<description>
Marks a space as active. It will not have an effect, unless it is assigned to an area or body.
</description>
</method>
<method name="space_set_param">
<return type="void" />
<argument index="0" name="space" type="RID" />
<argument index="1" name="param" type="int" enum="Physics2DServer.SpaceParameter" />
<argument index="2" name="value" type="float" />
<description>
Sets the value for a space parameter. See [enum SpaceParameter] for a list of available parameters.
</description>
</method>
</methods>
<constants>
<constant name="SPACE_PARAM_CONTACT_RECYCLE_RADIUS" value="0" enum="SpaceParameter">
Constant to set/get the maximum distance a pair of bodies has to move before their collision status has to be recalculated.
</constant>
<constant name="SPACE_PARAM_CONTACT_MAX_SEPARATION" value="1" enum="SpaceParameter">
Constant to set/get the maximum distance a shape can be from another before they are considered separated.
</constant>
<constant name="SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION" value="2" enum="SpaceParameter">
Constant to set/get the maximum distance a shape can penetrate another shape before it is considered a collision.
</constant>
<constant name="SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD" value="3" enum="SpaceParameter">
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.
</constant>
<constant name="SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD" value="4" enum="SpaceParameter">
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.
</constant>
<constant name="SPACE_PARAM_BODY_TIME_TO_SLEEP" value="5" enum="SpaceParameter">
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>
<constant name="SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS" value="6" enum="SpaceParameter">
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>
<constant name="SHAPE_LINE" value="0" enum="ShapeType">
This is the constant for creating line shapes. A line shape is an infinite line with an origin point, and a normal. Thus, it can be used for front/behind checks.
</constant>
<constant name="SHAPE_RAY" value="1" enum="ShapeType">
</constant>
<constant name="SHAPE_SEGMENT" value="2" enum="ShapeType">
This is the constant for creating segment shapes. A segment shape is a line from a point A to a point B. It can be checked for intersections.
</constant>
<constant name="SHAPE_CIRCLE" value="3" enum="ShapeType">
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>
<constant name="SHAPE_RECTANGLE" value="4" enum="ShapeType">
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>
<constant name="SHAPE_CAPSULE" value="5" enum="ShapeType">
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>
<constant name="SHAPE_CONVEX_POLYGON" value="6" enum="ShapeType">
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.
</constant>
<constant name="SHAPE_CONCAVE_POLYGON" value="7" enum="ShapeType">
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>
<constant name="SHAPE_CUSTOM" value="8" enum="ShapeType">
This constant is used internally by the engine. Any attempt to create this kind of shape results in an error.
</constant>
<constant name="AREA_PARAM_GRAVITY" value="0" enum="AreaParameter">
Constant to set/get gravity strength in an area.
</constant>
<constant name="AREA_PARAM_GRAVITY_VECTOR" value="1" enum="AreaParameter">
Constant to set/get gravity vector/center in an area.
</constant>
<constant name="AREA_PARAM_GRAVITY_IS_POINT" value="2" enum="AreaParameter">
Constant to set/get whether the gravity vector of an area is a direction, or a center point.
</constant>
<constant name="AREA_PARAM_GRAVITY_DISTANCE_SCALE" value="3" enum="AreaParameter">
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>
<constant name="AREA_PARAM_GRAVITY_POINT_ATTENUATION" value="4" enum="AreaParameter">
This constant was used to set/get the falloff factor for point gravity. It has been superseded by [constant AREA_PARAM_GRAVITY_DISTANCE_SCALE].
</constant>
<constant name="AREA_PARAM_LINEAR_DAMP" value="5" enum="AreaParameter">
Constant to set/get the linear dampening factor of an area.
</constant>
<constant name="AREA_PARAM_ANGULAR_DAMP" value="6" enum="AreaParameter">
Constant to set/get the angular dampening factor of an area.
</constant>
<constant name="AREA_PARAM_PRIORITY" value="7" enum="AreaParameter">
Constant to set/get the priority (order of processing) of an area.
</constant>
<constant name="AREA_SPACE_OVERRIDE_DISABLED" value="0" enum="AreaSpaceOverrideMode">
This area does not affect gravity/damp. These are generally areas that exist only to detect collisions, and objects entering or exiting them.
</constant>
<constant name="AREA_SPACE_OVERRIDE_COMBINE" value="1" enum="AreaSpaceOverrideMode">
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>
<constant name="AREA_SPACE_OVERRIDE_COMBINE_REPLACE" value="2" enum="AreaSpaceOverrideMode">
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>
<constant name="AREA_SPACE_OVERRIDE_REPLACE" value="3" enum="AreaSpaceOverrideMode">
This area replaces any gravity/damp, even the default one, and stops taking into account the rest of the areas.
</constant>
<constant name="AREA_SPACE_OVERRIDE_REPLACE_COMBINE" value="4" enum="AreaSpaceOverrideMode">
This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one.
</constant>
<constant name="BODY_MODE_STATIC" value="0" enum="BodyMode">
Constant for static bodies.
</constant>
<constant name="BODY_MODE_KINEMATIC" value="1" enum="BodyMode">
Constant for kinematic bodies.
</constant>
<constant name="BODY_MODE_RIGID" value="2" enum="BodyMode">
Constant for rigid bodies.
</constant>
<constant name="BODY_MODE_CHARACTER" value="3" enum="BodyMode">
Constant for rigid bodies in character mode. In this mode, a body can not rotate, and only its linear velocity is affected by physics.
</constant>
<constant name="BODY_PARAM_BOUNCE" value="0" enum="BodyParameter">
Constant to set/get a body's bounce factor.
</constant>
<constant name="BODY_PARAM_FRICTION" value="1" enum="BodyParameter">
Constant to set/get a body's friction.
</constant>
<constant name="BODY_PARAM_MASS" value="2" enum="BodyParameter">
Constant to set/get a body's mass.
</constant>
<constant name="BODY_PARAM_INERTIA" value="3" enum="BodyParameter">
Constant to set/get a body's inertia.
</constant>
<constant name="BODY_PARAM_GRAVITY_SCALE" value="4" enum="BodyParameter">
Constant to set/get a body's gravity multiplier.
</constant>
<constant name="BODY_PARAM_LINEAR_DAMP" value="5" enum="BodyParameter">
Constant to set/get a body's linear dampening factor.
</constant>
<constant name="BODY_PARAM_ANGULAR_DAMP" value="6" enum="BodyParameter">
Constant to set/get a body's angular dampening factor.
</constant>
<constant name="BODY_PARAM_MAX" value="7" enum="BodyParameter">
Represents the size of the [enum BodyParameter] enum.
</constant>
<constant name="BODY_STATE_TRANSFORM" value="0" enum="BodyState">
Constant to set/get the current transform matrix of the body.
</constant>
<constant name="BODY_STATE_LINEAR_VELOCITY" value="1" enum="BodyState">
Constant to set/get the current linear velocity of the body.
</constant>
<constant name="BODY_STATE_ANGULAR_VELOCITY" value="2" enum="BodyState">
Constant to set/get the current angular velocity of the body.
</constant>
<constant name="BODY_STATE_SLEEPING" value="3" enum="BodyState">
Constant to sleep/wake up a body, or to get whether it is sleeping.
</constant>
<constant name="BODY_STATE_CAN_SLEEP" value="4" enum="BodyState">
Constant to set/get whether the body can sleep.
</constant>
<constant name="JOINT_PIN" value="0" enum="JointType">
Constant to create pin joints.
</constant>
<constant name="JOINT_GROOVE" value="1" enum="JointType">
Constant to create groove joints.
</constant>
<constant name="JOINT_DAMPED_SPRING" value="2" enum="JointType">
Constant to create damped spring joints.
</constant>
<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>
<constant name="DAMPED_STRING_REST_LENGTH" value="0" enum="DampedStringParam">
Sets the resting length of the spring joint. The joint will always try to go to back this length when pulled apart.
</constant>
<constant name="DAMPED_STRING_STIFFNESS" value="1" enum="DampedStringParam">
Sets the stiffness of the spring joint. The joint applies a force equal to the stiffness times the distance from its resting length.
</constant>
<constant name="DAMPED_STRING_DAMPING" value="2" enum="DampedStringParam">
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).
</constant>
<constant name="CCD_MODE_DISABLED" value="0" enum="CCDMode">
Disables continuous collision detection. This is the fastest way to detect body collisions, but can miss small, fast-moving objects.
</constant>
<constant name="CCD_MODE_CAST_RAY" value="1" enum="CCDMode">
Enables continuous collision detection by raycasting. It is faster than shapecasting, but less precise.
</constant>
<constant name="CCD_MODE_CAST_SHAPE" value="2" enum="CCDMode">
Enables continuous collision detection by shapecasting. It is the slowest CCD method, and the most precise.
</constant>
<constant name="AREA_BODY_ADDED" value="0" enum="AreaBodyStatus">
The value of the first parameter and area callback function receives, when an object enters one of its shapes.
</constant>
<constant name="AREA_BODY_REMOVED" value="1" enum="AreaBodyStatus">
The value of the first parameter and area callback function receives, when an object exits one of its shapes.
</constant>
<constant name="INFO_ACTIVE_OBJECTS" value="0" enum="ProcessInfo">
Constant to get the number of objects that are not sleeping.
</constant>
<constant name="INFO_COLLISION_PAIRS" value="1" enum="ProcessInfo">
Constant to get the number of possible collisions.
</constant>
<constant name="INFO_ISLAND_COUNT" value="2" enum="ProcessInfo">
Constant to get the number of space regions where a collision could occur.
</constant>
</constants>
</class>