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class_physics2ddirectbodystate.rst

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Physics2DDirectBodyState

Inherits: Object<class_object>

Inherited By: Physics2DDirectBodyStateSW<class_physics2ddirectbodystatesw>

Category: Core

Brief Description

Direct access object to a physics body in the Physics2DServer<class_physics2dserver>.

Member Functions

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 )

Description

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.

Member Function Description

  • 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.