Physics2DServer

Inherits: Object

Inherited By: Physics2DServerSW

Category: Core

Brief Description

Physics 2D Server.

Member Functions

void area_add_shape ( RID area, RID shape, Matrix32 transform=((1, 0), (0, 1), (0, 0)) )
void area_attach_object_instance_ID ( RID area, int id )
void area_clear_shapes ( RID area )
RID area_create ( )
int area_get_object_instance_ID ( RID area ) const
void area_get_param ( RID area, int param ) const
RID area_get_shape ( RID area, int shape_idx ) const
int area_get_shape_count ( RID area ) const
Matrix32 area_get_shape_transform ( RID area, int shape_idx ) const
RID area_get_space ( RID area ) const
int area_get_space_override_mode ( RID area ) const
Matrix32 area_get_transform ( RID area ) const
void area_remove_shape ( RID area, int shape_idx )
void area_set_collision_mask ( RID area, int mask )
void area_set_layer_mask ( RID area, int mask )
void area_set_monitor_callback ( RID area, Object receiver, String method )
void area_set_param ( RID area, int param, Variant value )
void area_set_shape ( RID area, int shape_idx, RID shape )
void area_set_shape_transform ( RID area, int shape_idx, Matrix32 transform )
void area_set_space ( RID area, RID space )
void area_set_space_override_mode ( RID area, int mode )
void area_set_transform ( RID area, Matrix32 transform )
void body_add_collision_exception ( RID body, RID excepted_body )
void body_add_force ( RID body, Vector2 offset, Vector2 force )
void body_add_shape ( RID body, RID shape, Matrix32 transform=((1, 0), (0, 1), (0, 0)) )
void body_apply_impulse ( RID body, Vector2 pos, Vector2 impulse )
void body_attach_object_instance_ID ( RID body, int id )
void body_clear_shapes ( RID body )
RID body_create ( int mode=2, bool init_sleeping=false )
int body_get_collision_mask ( RID body ) const
int body_get_continuous_collision_detection_mode ( RID body ) const
int body_get_layer_mask ( RID body ) const
int body_get_max_contacts_reported ( RID body ) const
int body_get_mode ( RID body ) const
int body_get_object_instance_ID ( RID body ) const
Vector2 body_get_one_way_collision_direction ( RID body ) const
float body_get_one_way_collision_max_depth ( RID body ) const
float body_get_param ( RID body, int param ) const
RID body_get_shape ( RID body, int shape_idx ) const
int body_get_shape_count ( RID body ) const
void body_get_shape_metadata ( RID body, int shape_idx ) const
Matrix32 body_get_shape_transform ( RID body, int shape_idx ) const
RID body_get_space ( RID body ) const
void body_get_state ( RID body, int state ) const
bool body_is_omitting_force_integration ( RID body ) const
bool body_is_shape_set_as_trigger ( RID body, int shape_idx ) const
void body_remove_collision_exception ( RID body, RID excepted_body )
void body_remove_shape ( RID body, int shape_idx )
void body_set_axis_velocity ( RID body, Vector2 axis_velocity )
void body_set_collision_mask ( RID body, int mask )
void body_set_continuous_collision_detection_mode ( RID body, int mode )
void body_set_force_integration_callback ( RID body, Object receiver, String method, Variant userdata=NULL )
void body_set_layer_mask ( RID body, int mask )
void body_set_max_contacts_reported ( RID body, int amount )
void body_set_mode ( RID body, int mode )
void body_set_omit_force_integration ( RID body, bool enable )
void body_set_one_way_collision_direction ( RID body, Vector2 normal )
void body_set_one_way_collision_max_depth ( RID body, float depth )
void body_set_param ( RID body, int param, float value )
void body_set_shape ( RID body, int shape_idx, RID shape )
void body_set_shape_as_trigger ( RID body, int shape_idx, bool enable )
void body_set_shape_metadata ( RID body, int shape_idx, Variant metadata )
void body_set_shape_transform ( RID body, int shape_idx, Matrix32 transform )
void body_set_space ( RID body, RID space )
void body_set_state ( RID body, int state, Variant value )
bool body_test_motion ( RID body, Vector2 motion, float margin=0.08, Physics2DTestMotionResult result=NULL )
bool body_test_motion_from ( RID body, Matrix32 from, Vector2 motion, float margin=0.08, Physics2DTestMotionResult result=NULL )
RID damped_spring_joint_create ( Vector2 anchor_a, Vector2 anchor_b, RID body_a, RID body_b=RID() )
float damped_string_joint_get_param ( RID joint, int param ) const
void damped_string_joint_set_param ( RID joint, int param, float value )
void free_rid ( RID rid )
int get_process_info ( int process_info )
RID groove_joint_create ( Vector2 groove1_a, Vector2 groove2_a, Vector2 anchor_b, RID body_a=RID(), RID body_b=RID() )
float joint_get_param ( RID joint, int param ) const
int joint_get_type ( RID joint ) const
void joint_set_param ( RID joint, int param, float value )
RID pin_joint_create ( Vector2 anchor, RID body_a, RID body_b=RID() )
void set_active ( bool active )
RID shape_create ( int type )
void shape_get_data ( RID shape ) const
int shape_get_type ( RID shape ) const
void shape_set_data ( RID shape, Variant data )
RID space_create ( )
Physics2DDirectSpaceState space_get_direct_state ( RID space )
float space_get_param ( RID space, int param ) const
bool space_is_active ( RID space ) const
void space_set_active ( RID space, bool active )
void space_set_param ( RID space, int param, float value )

Numeric Constants

  • SPACE_PARAM_CONTACT_RECYCLE_RADIUS = 0 — Constant to set/get the maximum distance a pair of bodies has to move before their collision status has to be recalculated.
  • SPACE_PARAM_CONTACT_MAX_SEPARATION = 1 — Constant to set/get the maximum distance a shape can be from another before they are considered separated.
  • SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION = 2 — Constant to set/get the maximum distance a shape can penetrate another shape before it is considered a collision.
  • SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_TRESHOLD = 3 — Constant to set/get the linear velocity threshold. Bodies slower than this will be marked as potentially inactive.
  • SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_TRESHOLD = 4 — Constant to set/get the angular velocity threshold. Bodies slower than this will be marked as potentially inactive.
  • SPACE_PARAM_BODY_TIME_TO_SLEEP = 5 — 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.
  • SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS = 6 — 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.
  • SHAPE_LINE = 0 — 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.
  • SHAPE_SEGMENT = 2 — 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.
  • SHAPE_CIRCLE = 3 — 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.
  • SHAPE_RECTANGLE = 4 — 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.
  • SHAPE_CAPSULE = 5 — 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.
  • SHAPE_CONVEX_POLYGON = 6 — 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 method CollisionPolygon2D.set_polygon, polygons modified with shape_set_data do not verify that the points supplied form, in fact, a convex polygon.
  • SHAPE_CONCAVE_POLYGON = 7 — 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.
  • SHAPE_CUSTOM = 8 — This constant is used internally by the engine. Any attempt to create this kind of shape results in an error.
  • AREA_PARAM_GRAVITY = 0 — Constant to set/get gravity strength in an area.
  • AREA_PARAM_GRAVITY_VECTOR = 1 — Constant to set/get gravity vector/center in an area.
  • AREA_PARAM_GRAVITY_IS_POINT = 2 — Constant to set/get whether the gravity vector of an area is a direction, or a center point.
  • AREA_PARAM_GRAVITY_DISTANCE_SCALE = 3 — 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.
  • AREA_PARAM_GRAVITY_POINT_ATTENUATION = 4 — This constant was used to set/get the falloff factor for point gravity. It has been superseded by AREA_PARAM_GRAVITY_DISTANCE_SCALE.
  • AREA_PARAM_LINEAR_DAMP = 5 — Constant to set/get the linear dampening factor of an area.
  • AREA_PARAM_ANGULAR_DAMP = 6 — Constant to set/get the angular dampening factor of an area.
  • AREA_PARAM_PRIORITY = 7 — Constant to set/get the priority (order of processing) of an area.
  • AREA_SPACE_OVERRIDE_DISABLED = 0 — This area does not affect gravity/damp. These are generally areas that exist only to detect collisions, and objects entering or exiting them.
  • AREA_SPACE_OVERRIDE_COMBINE = 1 — 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.
  • AREA_SPACE_OVERRIDE_COMBINE_REPLACE = 2 — 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.
  • AREA_SPACE_OVERRIDE_REPLACE = 3 — This area replaces any gravity/damp, even the default one, and stops taking into account the rest of the areas.
  • AREA_SPACE_OVERRIDE_REPLACE_COMBINE = 4 — This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one.
  • BODY_MODE_STATIC = 0 — Constant for static bodies.
  • BODY_MODE_KINEMATIC = 1 — Constant for kinematic bodies.
  • BODY_MODE_RIGID = 2 — Constant for rigid bodies.
  • BODY_MODE_CHARACTER = 3 — Constant for rigid bodies in character mode. In this mode, a body can not rotate, and only its linear velocity is affected by physics.
  • BODY_PARAM_BOUNCE = 0 — Constant to set/get a body’s bounce factor.
  • BODY_PARAM_FRICTION = 1 — Constant to set/get a body’s friction.
  • BODY_PARAM_MASS = 2 — Constant to set/get a body’s mass.
  • BODY_PARAM_INERTIA = 3 — Constant to set/get a body’s inertia.
  • BODY_PARAM_GRAVITY_SCALE = 4 — Constant to set/get a body’s gravity multiplier.
  • BODY_PARAM_LINEAR_DAMP = 5 — Constant to set/get a body’s linear dampening factor.
  • BODY_PARAM_ANGULAR_DAMP = 6 — Constant to set/get a body’s angular dampening factor.
  • BODY_PARAM_MAX = 7 — This is the last ID for body parameters. Any attempt to set this property is ignored. Any attempt to get it returns 0.
  • BODY_STATE_TRANSFORM = 0 — Constant to set/get the current transform matrix of the body.
  • BODY_STATE_LINEAR_VELOCITY = 1 — Constant to set/get the current linear velocity of the body.
  • BODY_STATE_ANGULAR_VELOCITY = 2 — Constant to set/get the current angular velocity of the body.
  • BODY_STATE_SLEEPING = 3 — Constant to sleep/wake up a body, or to get whether it is sleeping.
  • BODY_STATE_CAN_SLEEP = 4 — Constant to set/get whether the body can sleep.
  • JOINT_PIN = 0 — Constant to create pin joints.
  • JOINT_GROOVE = 1 — Constant to create groove joints.
  • JOINT_DAMPED_SPRING = 2 — Constant to create damped spring joints.
  • DAMPED_STRING_REST_LENGTH = 0 — Set the resting length of the spring joint. The joint will always try to go to back this length when pulled apart.
  • DAMPED_STRING_STIFFNESS = 1 — Set the stiffness of the spring joint. The joint applies a force equal to the stiffness times the distance from its resting length.
  • DAMPED_STRING_DAMPING = 2 — Set 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).
  • CCD_MODE_DISABLED = 0 — Disables continuous collision detection. This is the fastest way to detect body collisions, but can miss small, fast-moving objects.
  • CCD_MODE_CAST_RAY = 1 — Enables continuous collision detection by raycasting. It is faster than shapecasting, but less precise.
  • CCD_MODE_CAST_SHAPE = 2 — Enables continuous collision detection by shapecasting. It is the slowest CCD method, and the most precise.
  • AREA_BODY_ADDED = 0 — The value of the first parameter and area callback function receives, when an object enters one of its shapes.
  • AREA_BODY_REMOVED = 1 — The value of the first parameter and area callback function receives, when an object exits one of its shapes.
  • INFO_ACTIVE_OBJECTS = 0 — Constant to get the number of objects that are not sleeping.
  • INFO_COLLISION_PAIRS = 1 — Constant to get the number of possible collisions.
  • INFO_ISLAND_COUNT = 2 — Constant to get the number of space regions where a collision could occur.

Description

Physics 2D Server 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.

Member Function Description

  • void area_add_shape ( RID area, RID shape, Matrix32 transform=((1, 0), (0, 1), (0, 0)) )

Add 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.

  • void area_attach_object_instance_ID ( RID area, int id )

Assign the area to a descendant of Object, so it can exist in the node tree.

  • void area_clear_shapes ( RID area )

Remove all shapes from an area. It does not delete the shapes, so they can be reassigned later.

  • RID area_create ( )

Create an Area2D.

  • int area_get_object_instance_ID ( RID area ) const

Get the instance ID of the object the area is assigned to.

  • void area_get_param ( RID area, int param ) const

Return an area parameter value.

  • RID area_get_shape ( RID area, int shape_idx ) const

Return the RID of the nth shape of an area.

  • int area_get_shape_count ( RID area ) const

Return the number of shapes assigned to an area.

Return the transform matrix of a shape within an area.

  • RID area_get_space ( RID area ) const

Return the space assigned to the area.

  • int area_get_space_override_mode ( RID area ) const

Return the space override mode for the area.

Return the transform matrix for an area.

  • void area_remove_shape ( RID area, int shape_idx )

Remove a shape from an area. It does not delete the shape, so it can be reassigned later.

  • void area_set_collision_mask ( RID area, int mask )

Set which physics layers the area will monitor.

  • void area_set_layer_mask ( RID area, int mask )

Assign the area to one or many physics layers.

  • void area_set_monitor_callback ( RID area, Object receiver, String method )

Set 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: AREA_BODY_ADDED or 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.

Set the value for an area parameter. A list of available parameters is on the AREA_PARAM_* constants.

  • void area_set_shape ( RID area, int shape_idx, RID shape )

Substitute a given area shape by another. The old shape is selected by its index, the new one by its RID.

  • void area_set_shape_transform ( RID area, int shape_idx, Matrix32 transform )

Set the transform matrix for an area shape.

  • void area_set_space ( RID area, RID space )

Assign a space to the area.

  • void area_set_space_override_mode ( RID area, int mode )

Set the space override mode for the area. The modes are described in the constants AREA_SPACE_OVERRIDE_*.

  • void area_set_transform ( RID area, Matrix32 transform )

Set the transform matrix for an area.

  • void body_add_collision_exception ( RID body, RID excepted_body )

Add a body to the list of bodies exempt from collisions.

Add a positioned force to the applied force and torque. As with 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.

  • void body_add_shape ( RID body, RID shape, Matrix32 transform=((1, 0), (0, 1), (0, 0)) )

Add 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.

Add a positioned impulse to the applied force and torque. Both the force and the offset from the body origin are in global coordinates.

  • void body_attach_object_instance_ID ( RID body, int id )

Assign the area to a descendant of Object, so it can exist in the node tree.

  • void body_clear_shapes ( RID body )

Remove all shapes from a body.

  • RID body_create ( int mode=2, bool init_sleeping=false )

Create a physics body. The first parameter can be any value from constants BODY_MODE*, for the type of body created. Additionally, the body can be created in sleeping state to save processing time.

  • int body_get_collision_mask ( RID body ) const

Return the physics layer or layers a body can collide with.

  • int body_get_continuous_collision_detection_mode ( RID body ) const

Return the continuous collision detection mode.

  • int body_get_layer_mask ( RID body ) const

Return the physics layer or layers a body belongs to.

  • int body_get_max_contacts_reported ( RID body ) const

Return the maximum contacts that can be reported. See body_set_max_contacts_reported.

  • int body_get_mode ( RID body ) const

Return the body mode.

  • int body_get_object_instance_ID ( RID body ) const

Get the instance ID of the object the area is assigned to.

  • Vector2 body_get_one_way_collision_direction ( RID body ) const

Return the direction used for one-way collision detection.

  • float body_get_one_way_collision_max_depth ( RID body ) const

Return how far a body can go through the given one, when it allows one-way collisions.

Return the value of a body parameter.

  • RID body_get_shape ( RID body, int shape_idx ) const

Return the RID of the nth shape of a body.

  • int body_get_shape_count ( RID body ) const

Return the number of shapes assigned to a body.

  • void body_get_shape_metadata ( RID body, int shape_idx ) const

Return the metadata of a shape of a body.

Return the transform matrix of a body shape.

  • RID body_get_space ( RID body ) const

Return the RID of the space assigned to a body.

  • void body_get_state ( RID body, int state ) const

Return a body state.

  • bool body_is_omitting_force_integration ( RID body ) const

Return whether a body uses a callback function to calculate its own physics (see body_set_force_integration_callback).

  • bool body_is_shape_set_as_trigger ( RID body, int shape_idx ) const

Return whether a body’s shape is marked as a trigger.

  • void body_remove_collision_exception ( RID body, RID excepted_body )

Remove a body from the list of bodies exempt from collisions.

  • void body_remove_shape ( RID body, int shape_idx )

Remove a shape from a body. The shape is not deleted, so it can be reused afterwards.

  • void body_set_axis_velocity ( RID body, Vector2 axis_velocity )

Set an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.

  • void body_set_collision_mask ( RID body, int mask )

Set the physics layer or layers a body can collide with.

  • void body_set_continuous_collision_detection_mode ( RID body, int mode )

Set the continuous collision detection mode from any of the CCD_MODE_* constants.

Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided.

  • void body_set_force_integration_callback ( RID body, Object receiver, String method, Variant userdata=NULL )

Set the function used to calculate physics for an object, if that object allows it (see body_set_omit_force integration).

  • void body_set_layer_mask ( RID body, int mask )

Set the physics layer or layers a body belongs to.

  • void body_set_max_contacts_reported ( RID body, int amount )

Set 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.

  • void body_set_mode ( RID body, int mode )

Set the body mode, from one of the constants BODY_MODE*.

  • void body_set_omit_force_integration ( RID body, bool enable )

Set whether a body uses a callback function to calculate its own physics (see body_set_force_integration_callback).

  • void body_set_one_way_collision_direction ( RID body, Vector2 normal )

Set a direction from which bodies can go through the given one; that is, the passed vector is the normal of the pass-through side of the surface. If this value is different from (0,0), any movement within 90 degrees of the opposite of this vector is considered an valid movement. Set this direction to (0,0) to disable one-way collisions.

  • void body_set_one_way_collision_max_depth ( RID body, float depth )

Set how deep at most a body can be with respect to the given one for the physics server to force it to a non-overlapping position, if it allows one-way collisions (see body_set_one_way_collision_direction).

  • void body_set_param ( RID body, int param, float value )

Set a body parameter (see BODY_PARAM* constants).

  • void body_set_shape ( RID body, int shape_idx, RID shape )

Substitute a given body shape by another. The old shape is selected by its index, the new one by its RID.

  • void body_set_shape_as_trigger ( RID body, int shape_idx, bool enable )

Mark a body’s shape as a trigger. A trigger shape cannot affect other bodies, but detects other shapes entering and exiting it.

  • void body_set_shape_metadata ( RID body, int shape_idx, Variant metadata )

Set metadata of a shape within a body. This metadata is different from Object.set_meta, and can be retrieved on shape queries.

  • void body_set_shape_transform ( RID body, int shape_idx, Matrix32 transform )

Set the transform matrix for a body shape.

  • void body_set_space ( RID body, RID space )

Assign a space to the body (see create_space).

Set a body state (see BODY_STATE* constants).

Return whether a body can move in a given direction. Apart from the boolean return value, a Physics2DTestMotionResult can be passed to return additional information in.

Create a damped spring joint between two bodies. If not specified, the second body is assumed to be the joint itself.

  • float damped_string_joint_get_param ( RID joint, int param ) const

Return the value of a damped spring joint parameter.

  • void damped_string_joint_set_param ( RID joint, int param, float value )

Set a damped spring joint parameter. Parameters are explained in the DAMPED_STRING* constants.

  • void free_rid ( RID rid )

Destroy 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.

  • int get_process_info ( int process_info )

Return information about the current state of the 2D physics engine. The states are listed under the INFO_* constants.

Create a groove joint between two bodies. If not specified, the bodyies are assumed to be the joint itself.

Return the value of a joint parameter.

  • int joint_get_type ( RID joint ) const

Return the type of a joint (see JOINT_* constants).

  • void joint_set_param ( RID joint, int param, float value )

Set a joint parameter. Parameters are explained in the JOINT_PARAM* constants.

Create a pin joint between two bodies. If not specified, the second body is assumed to be the joint itself.

  • void set_active ( bool active )

Activate or deactivate the 2D physics engine.

  • RID shape_create ( int type )

Create a shape of type SHAPE_*. Does not assign it to a body or an area. To do so, you must use area_set_shape or body_set_shape.

  • void shape_get_data ( RID shape ) const

Return the shape data.

  • int shape_get_type ( RID shape ) const

Return the type of shape (see SHAPE_* constants).

Set the shape data that defines its shape and size. The data to be passed depends on the kind of shape created shape_get_type.

  • RID space_create ( )

Create 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 area_set_space, or to a body with body_set_space.

Return the state of a space, a Physics2DDirectSpaceState. This object can be used to make collision/intersection queries.

Return the value of a space parameter.

  • bool space_is_active ( RID space ) const

Return whether the space is active.

  • void space_set_active ( RID space, bool active )

Mark a space as active. It will not have an effect, unless it is assigned to an area or body.

  • void space_set_param ( RID space, int param, float value )

Set the value for a space parameter. A list of available parameters is on the SPACE_PARAM_* constants.