Inherits: Object<class_object>
Inherited By: Physics2DDirectBodyStateSW<class_physics2ddirectbodystatesw>
Category: Core
Direct access object to a physics body in the Physics2DServer<class_physics2dserver>
.
float<class_float> |
get_angular_velocity<class_Physics2DDirectBodyState_get_angular_velocity> ( ) const |
RID<class_rid> |
get_contact_collider<class_Physics2DDirectBodyState_get_contact_collider> ( int<class_int> contact_idx ) const |
int<class_int> |
get_contact_collider_id<class_Physics2DDirectBodyState_get_contact_collider_id> ( int<class_int> contact_idx ) const |
Object<class_object> |
get_contact_collider_object<class_Physics2DDirectBodyState_get_contact_collider_object> ( int<class_int> contact_idx ) const |
Vector2<class_vector2> |
get_contact_collider_pos<class_Physics2DDirectBodyState_get_contact_collider_pos> ( int<class_int> contact_idx ) const |
int<class_int> |
get_contact_collider_shape<class_Physics2DDirectBodyState_get_contact_collider_shape> ( int<class_int> contact_idx ) const |
Variant<class_variant> |
get_contact_collider_shape_metadata<class_Physics2DDirectBodyState_get_contact_collider_shape_metadata> ( int<class_int> contact_idx ) const |
Vector2<class_vector2> |
get_contact_collider_velocity_at_pos<class_Physics2DDirectBodyState_get_contact_collider_velocity_at_pos> ( int<class_int> contact_idx ) const |
int<class_int> |
get_contact_count<class_Physics2DDirectBodyState_get_contact_count> ( ) const |
Vector2<class_vector2> |
get_contact_local_normal<class_Physics2DDirectBodyState_get_contact_local_normal> ( int<class_int> contact_idx ) const |
Vector2<class_vector2> |
get_contact_local_pos<class_Physics2DDirectBodyState_get_contact_local_pos> ( int<class_int> contact_idx ) const |
int<class_int> |
get_contact_local_shape<class_Physics2DDirectBodyState_get_contact_local_shape> ( int<class_int> contact_idx ) const |
float<class_float> |
get_inverse_inertia<class_Physics2DDirectBodyState_get_inverse_inertia> ( ) const |
float<class_float> |
get_inverse_mass<class_Physics2DDirectBodyState_get_inverse_mass> ( ) const |
Vector2<class_vector2> |
get_linear_velocity<class_Physics2DDirectBodyState_get_linear_velocity> ( ) const |
Physics2DDirectSpaceState<class_physics2ddirectspacestate> |
get_space_state<class_Physics2DDirectBodyState_get_space_state> ( ) |
float<class_float> |
get_step<class_Physics2DDirectBodyState_get_step> ( ) const |
float<class_float> |
get_total_angular_damp<class_Physics2DDirectBodyState_get_total_angular_damp> ( ) const |
Vector2<class_vector2> |
get_total_gravity<class_Physics2DDirectBodyState_get_total_gravity> ( ) const |
float<class_float> |
get_total_linear_damp<class_Physics2DDirectBodyState_get_total_linear_damp> ( ) const |
Matrix32<class_matrix32> |
get_transform<class_Physics2DDirectBodyState_get_transform> ( ) const |
void | integrate_forces<class_Physics2DDirectBodyState_integrate_forces> ( ) |
bool<class_bool> |
is_sleeping<class_Physics2DDirectBodyState_is_sleeping> ( ) const |
void | set_angular_velocity<class_Physics2DDirectBodyState_set_angular_velocity> ( float<class_float> velocity ) |
void | set_linear_velocity<class_Physics2DDirectBodyState_set_linear_velocity> ( Vector2<class_vector2> velocity ) |
void | set_sleep_state<class_Physics2DDirectBodyState_set_sleep_state> ( bool<class_bool> enabled ) |
void | set_transform<class_Physics2DDirectBodyState_set_transform> ( Matrix32<class_matrix32> transform ) |
Direct access object to a physics body in the Physics2DServer<class_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.
float<class_float>
get_angular_velocity ( ) const
Return the angular velocity of the body.
RID<class_rid>
get_contact_collider (int<class_int>
contact_idx ) const
Return the RID<class_rid>
of the collider.
int<class_int>
get_contact_collider_id (int<class_int>
contact_idx ) const
Return the object id of the collider.
Object<class_object>
get_contact_collider_object (int<class_int>
contact_idx ) const
Return the collider object, this depends on how it was created (will return a scene node if such was used to create it).
Vector2<class_vector2>
get_contact_collider_pos (int<class_int>
contact_idx ) const
Return the contact position in the collider.
int<class_int>
get_contact_collider_shape (int<class_int>
contact_idx ) const
Return the collider shape index.
Variant<class_variant>
get_contact_collider_shape_metadata (int<class_int>
contact_idx ) const
Return the metadata of the collided shape. This metadata is different from Object.get_meta<class_Object_get_meta>
, and is set with Physics2DServer.shape_set_data<class_Physics2DServer_shape_set_data>
.
Vector2<class_vector2>
get_contact_collider_velocity_at_pos (int<class_int>
contact_idx ) const
Return the linear velocity vector at contact point of the collider.
int<class_int>
get_contact_count ( ) const
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.
Vector2<class_vector2>
get_contact_local_normal (int<class_int>
contact_idx ) const
Return the local normal (of this body) of the contact point.
Vector2<class_vector2>
get_contact_local_pos (int<class_int>
contact_idx ) const
Return the local position (of this body) of the contact point.
int<class_int>
get_contact_local_shape (int<class_int>
contact_idx ) const
Return the local shape index of the collision.
float<class_float>
get_inverse_inertia ( ) const
Return the inverse of the inertia of the body.
float<class_float>
get_inverse_mass ( ) const
Return the inverse of the mass of the body.
Vector2<class_vector2>
get_linear_velocity ( ) const
Return the current linear velocity of the body.
Physics2DDirectSpaceState<class_physics2ddirectspacestate>
get_space_state ( )
Return the current state of space, useful for queries.
float<class_float>
get_step ( ) const
Return the timestep (delta) used for the simulation.
float<class_float>
get_total_angular_damp ( ) const
Return the rate at which the body stops rotating, if there are not any other forces moving it.
Vector2<class_vector2>
get_total_gravity ( ) const
Return the total gravity vector being currently applied to this body.
float<class_float>
get_total_linear_damp ( ) const
Return the rate at which the body stops moving, if there are not any other forces moving it.
Matrix32<class_matrix32>
get_transform ( ) const
Return the transform matrix of the body.
- void integrate_forces ( )
Call the built-in force integration code.
bool<class_bool>
is_sleeping ( ) const
Return true if this body is currently sleeping (not active).
- void set_angular_velocity (
float<class_float>
velocity )
Change the angular velocity of the body.
- void set_linear_velocity (
Vector2<class_vector2>
velocity )
Change the linear velocity of the body.
- void set_sleep_state (
bool<class_bool>
enabled )
Set the sleeping state of the body, only affects character/rigid bodies.
- void set_transform (
Matrix32<class_matrix32>
transform )
Change the transform matrix of the body.