940f3fde5c
Makes the API for forces and impulses more flexible, easier to understand and harmonized between 2D and 3D. Rigid bodies now have 3 sets of methods for forces and impulses: -apply_impulse() for impulses (one-shot and time independent) -apply_force() for forces (time dependent) applied for the current step -add_constant_force() for forces that keeps being applied each step Also updated the documentation to clarify the different methods and parameters in rigid body nodes, body direct state and physics servers.
247 lines
11 KiB
XML
247 lines
11 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PhysicsDirectBodyState2D" inherits="Object" version="4.0">
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<brief_description>
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Direct access object to a physics body in the [PhysicsServer2D].
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</brief_description>
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<description>
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Provides direct access to a physics body in the [PhysicsServer2D], allowing safe changes to physics properties. This object is passed via the direct state callback of dynamic bodies, and is intended for changing the direct state of that body. See [method RigidDynamicBody2D._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_constant_central_force">
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<return type="void" />
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<argument index="0" name="force" type="Vector2" default="Vector2(0, 0)" />
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<description>
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Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with [code]constant_force = Vector2(0, 0)[/code].
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This is equivalent to using [method add_constant_force] at the body's center of mass.
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</description>
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</method>
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<method name="add_constant_force">
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<return type="void" />
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<argument index="0" name="force" type="Vector2" />
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<argument index="1" name="position" type="Vector2" default="Vector2(0, 0)" />
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<description>
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Adds a constant positioned force to the body that keeps being applied over time until cleared with [code]constant_force = Vector2(0, 0)[/code].
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[code]position[/code] is the offset from the body origin in global coordinates.
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</description>
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</method>
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<method name="add_constant_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 without affecting position that keeps being applied over time until cleared with [code]constant_torque = 0[/code].
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</description>
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</method>
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<method name="apply_central_force">
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<return type="void" />
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<argument index="0" name="force" type="Vector2" default="Vector2(0, 0)" />
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<description>
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Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.
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This is equivalent to using [method apply_force] at the body's center of mass.
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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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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).
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This is equivalent to using [method apply_impulse] at the body's center of mass.
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</description>
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</method>
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<method name="apply_force">
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<return type="void" />
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<argument index="0" name="force" type="Vector2" />
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<argument index="1" name="position" type="Vector2" default="Vector2(0, 0)" />
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<description>
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Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.
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[code]position[/code] is the offset from the body origin in global coordinates.
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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="impulse" type="Vector2" />
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<argument index="1" name="position" type="Vector2" default="Vector2(0, 0)" />
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<description>
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Applies a positioned impulse to the body.
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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).
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[code]position[/code] is the offset from the body origin in global coordinates.
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</description>
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</method>
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<method name="apply_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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Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
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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 without affecting the position.
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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).
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</description>
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</method>
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<method name="get_constant_force" qualifiers="const">
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<return type="Vector2" />
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<description>
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Returns the body's total constant positional forces applied during each physics update.
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See [method add_constant_force] and [method add_constant_central_force].
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</description>
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</method>
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<method name="get_constant_torque" qualifiers="const">
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<return type="float" />
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<description>
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Returns the body's total constant rotational forces applied during each physics update.
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See [method add_constant_torque].
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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_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 RigidDynamicBody2D.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="PhysicsDirectSpaceState2D" />
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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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<method name="set_constant_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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Sets the body's total constant positional forces applied during each physics update.
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See [method add_constant_force] and [method add_constant_central_force].
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</description>
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</method>
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<method name="set_constant_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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Sets the body's total constant rotational forces applied during each physics update.
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See [method add_constant_torque].
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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.
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</member>
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<member name="center_of_mass" type="Vector2" setter="" getter="get_center_of_mass">
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The body's center of mass position relative to the body's center in the global coordinate system.
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</member>
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<member name="center_of_mass_local" type="Vector2" setter="" getter="get_center_of_mass_local">
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The body's center of mass position in the body's local coordinate system.
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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.
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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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</class>
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