Physics2DDirectBodyState

Inherits: Object

Inherited By: Physics2DDirectBodyStateSW

Category: Core

Brief Description

Direct access object to a physics body in the Physics2DServer.

Methods

void add_central_force ( Vector2 force )
void add_force ( Vector2 offset, Vector2 force )
void add_torque ( float torque )
void apply_central_impulse ( Vector2 impulse )
void apply_impulse ( Vector2 offset, Vector2 impulse )
void apply_torque_impulse ( float impulse )
RID get_contact_collider ( int contact_idx ) const
int get_contact_collider_id ( int contact_idx ) const
Object get_contact_collider_object ( int contact_idx ) const
Vector2 get_contact_collider_position ( int contact_idx ) const
int get_contact_collider_shape ( int contact_idx ) const
Variant get_contact_collider_shape_metadata ( int contact_idx ) const
Vector2 get_contact_collider_velocity_at_position ( int contact_idx ) const
int get_contact_count ( ) const
Vector2 get_contact_local_normal ( int contact_idx ) const
Vector2 get_contact_local_position ( int contact_idx ) const
int get_contact_local_shape ( int contact_idx ) const
Physics2DDirectSpaceState get_space_state ( )
void integrate_forces ( )

Description

Provides direct access to a physics body in the Physics2DServer, allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See RigidBody2D._integrate_forces.

Tutorials

Property Descriptions

Setter set_angular_velocity(value)
Getter get_angular_velocity()

The body’s rotational velocity.


Getter get_inverse_inertia()

The inverse of the inertia of the body.


Getter get_inverse_mass()

The inverse of the mass of the body.


Setter set_linear_velocity(value)
Getter get_linear_velocity()

The body’s linear velocity.


Setter set_sleep_state(value)
Getter is_sleeping()

If true, this body is currently sleeping (not active).


Getter get_step()

The timestep (delta) used for the simulation.


  • float total_angular_damp
Getter get_total_angular_damp()

The rate at which the body stops rotating, if there are not any other forces moving it.


Getter get_total_gravity()

The total gravity vector being currently applied to this body.


  • float total_linear_damp
Getter get_total_linear_damp()

The rate at which the body stops moving, if there are not any other forces moving it.


Setter set_transform(value)
Getter get_transform()

The body’s transformation matrix.

Method Descriptions

  • void add_central_force ( Vector2 force )

Adds a constant directional force without affecting rotation.


Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.


  • void add_torque ( float torque )

Adds a constant rotational force.


  • void apply_central_impulse ( Vector2 impulse )

Applies a directional impulse without affecting rotation.


Applies a positioned impulse to the body. 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). The offset uses the rotation of the global coordinate system, but is centered at the object’s origin.


  • void apply_torque_impulse ( float impulse )

Applies a rotational impulse to the body.


  • RID get_contact_collider ( int contact_idx ) const

Returns the collider’s RID.


  • int get_contact_collider_id ( int contact_idx ) const

Returns the collider’s object id.


  • Object get_contact_collider_object ( int contact_idx ) const

Returns the collider object. This depends on how it was created (will return a scene node if such was used to create it).


  • Vector2 get_contact_collider_position ( int contact_idx ) const

Returns the contact position in the collider.


  • int get_contact_collider_shape ( int contact_idx ) const

Returns the collider’s shape index.


  • Variant get_contact_collider_shape_metadata ( int contact_idx ) const

Returns the collided shape’s metadata. This metadata is different from Object.get_meta, and is set with Physics2DServer.shape_set_data.


  • Vector2 get_contact_collider_velocity_at_position ( int contact_idx ) const

Returns the linear velocity vector at the collider’s contact point.


  • int get_contact_count ( ) const

Returns the number of contacts this body has with other bodies.

Note: By default, this returns 0 unless bodies are configured to monitor contacts. See RigidBody2D.contact_monitor.


  • Vector2 get_contact_local_normal ( int contact_idx ) const

Returns the local normal at the contact point.


  • Vector2 get_contact_local_position ( int contact_idx ) const

Returns the local position of the contact point.


  • int get_contact_local_shape ( int contact_idx ) const

Returns the local shape index of the collision.


Returns the current state of the space, useful for queries.


  • void integrate_forces ( )

Calls the built-in force integration code.