<?xml version="1.0" encoding="UTF-8" ?> <class name="PhysicsDirectBodyState2D" inherits="Object" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Provides direct access to a physics body in the [PhysicsServer2D]. </brief_description> <description> 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 [RigidBody2D], and is intended for changing the direct state of that body. See [method RigidBody2D._integrate_forces]. </description> <tutorials> <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link> <link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link> </tutorials> <methods> <method name="add_constant_central_force"> <return type="void" /> <param index="0" name="force" type="Vector2" default="Vector2(0, 0)" /> <description> Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with [code]constant_force = Vector2(0, 0)[/code]. This is equivalent to using [method add_constant_force] at the body's center of mass. </description> </method> <method name="add_constant_force"> <return type="void" /> <param index="0" name="force" type="Vector2" /> <param index="1" name="position" type="Vector2" default="Vector2(0, 0)" /> <description> Adds a constant positioned force to the body that keeps being applied over time until cleared with [code]constant_force = Vector2(0, 0)[/code]. [param position] is the offset from the body origin in global coordinates. </description> </method> <method name="add_constant_torque"> <return type="void" /> <param index="0" name="torque" type="float" /> <description> Adds a constant rotational force without affecting position that keeps being applied over time until cleared with [code]constant_torque = 0[/code]. </description> </method> <method name="apply_central_force"> <return type="void" /> <param index="0" name="force" type="Vector2" default="Vector2(0, 0)" /> <description> Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update. This is equivalent to using [method apply_force] at the body's center of mass. </description> </method> <method name="apply_central_impulse"> <return type="void" /> <param index="0" name="impulse" type="Vector2" /> <description> Applies a directional impulse without affecting rotation. 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). This is equivalent to using [method apply_impulse] at the body's center of mass. </description> </method> <method name="apply_force"> <return type="void" /> <param index="0" name="force" type="Vector2" /> <param index="1" name="position" type="Vector2" default="Vector2(0, 0)" /> <description> Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update. [param position] is the offset from the body origin in global coordinates. </description> </method> <method name="apply_impulse"> <return type="void" /> <param index="0" name="impulse" type="Vector2" /> <param index="1" name="position" type="Vector2" default="Vector2(0, 0)" /> <description> 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). [param position] is the offset from the body origin in global coordinates. </description> </method> <method name="apply_torque"> <return type="void" /> <param index="0" name="torque" type="float" /> <description> Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update. [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inverse_inertia]. </description> </method> <method name="apply_torque_impulse"> <return type="void" /> <param index="0" name="impulse" type="float" /> <description> Applies a rotational impulse to the body without affecting the position. 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). [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inverse_inertia]. </description> </method> <method name="get_constant_force" qualifiers="const"> <return type="Vector2" /> <description> Returns the body's total constant positional forces applied during each physics update. See [method add_constant_force] and [method add_constant_central_force]. </description> </method> <method name="get_constant_torque" qualifiers="const"> <return type="float" /> <description> Returns the body's total constant rotational forces applied during each physics update. See [method add_constant_torque]. </description> </method> <method name="get_contact_collider" qualifiers="const"> <return type="RID" /> <param index="0" name="contact_idx" type="int" /> <description> Returns the collider's [RID]. </description> </method> <method name="get_contact_collider_id" qualifiers="const"> <return type="int" /> <param index="0" name="contact_idx" type="int" /> <description> Returns the collider's object id. </description> </method> <method name="get_contact_collider_object" qualifiers="const"> <return type="Object" /> <param index="0" name="contact_idx" type="int" /> <description> Returns the collider object. This depends on how it was created (will return a scene node if such was used to create it). </description> </method> <method name="get_contact_collider_position" qualifiers="const"> <return type="Vector2" /> <param index="0" name="contact_idx" type="int" /> <description> Returns the position of the contact point on the collider in the global coordinate system. </description> </method> <method name="get_contact_collider_shape" qualifiers="const"> <return type="int" /> <param index="0" name="contact_idx" type="int" /> <description> Returns the collider's shape index. </description> </method> <method name="get_contact_collider_velocity_at_position" qualifiers="const"> <return type="Vector2" /> <param index="0" name="contact_idx" type="int" /> <description> Returns the velocity vector at the collider's contact point. </description> </method> <method name="get_contact_count" qualifiers="const"> <return type="int" /> <description> Returns the number of contacts this body has with other bodies. [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidBody2D.contact_monitor]. </description> </method> <method name="get_contact_impulse" qualifiers="const"> <return type="Vector2" /> <param index="0" name="contact_idx" type="int" /> <description> Returns the impulse created by the contact. </description> </method> <method name="get_contact_local_normal" qualifiers="const"> <return type="Vector2" /> <param index="0" name="contact_idx" type="int" /> <description> Returns the local normal at the contact point. </description> </method> <method name="get_contact_local_position" qualifiers="const"> <return type="Vector2" /> <param index="0" name="contact_idx" type="int" /> <description> Returns the position of the contact point on the body in the global coordinate system. </description> </method> <method name="get_contact_local_shape" qualifiers="const"> <return type="int" /> <param index="0" name="contact_idx" type="int" /> <description> Returns the local shape index of the collision. </description> </method> <method name="get_contact_local_velocity_at_position" qualifiers="const"> <return type="Vector2" /> <param index="0" name="contact_idx" type="int" /> <description> Returns the velocity vector at the body's contact point. </description> </method> <method name="get_space_state"> <return type="PhysicsDirectSpaceState2D" /> <description> Returns the current state of the space, useful for queries. </description> </method> <method name="get_velocity_at_local_position" qualifiers="const"> <return type="Vector2" /> <param index="0" name="local_position" type="Vector2" /> <description> Returns the body's velocity at the given relative position, including both translation and rotation. </description> </method> <method name="integrate_forces"> <return type="void" /> <description> Updates the body's linear and angular velocity by applying gravity and damping for the equivalent of one physics tick. </description> </method> <method name="set_constant_force"> <return type="void" /> <param index="0" name="force" type="Vector2" /> <description> Sets the body's total constant positional forces applied during each physics update. See [method add_constant_force] and [method add_constant_central_force]. </description> </method> <method name="set_constant_torque"> <return type="void" /> <param index="0" name="torque" type="float" /> <description> Sets the body's total constant rotational forces applied during each physics update. See [method add_constant_torque]. </description> </method> </methods> <members> <member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity"> The body's rotational velocity in [i]radians[/i] per second. </member> <member name="center_of_mass" type="Vector2" setter="" getter="get_center_of_mass"> The body's center of mass position relative to the body's center in the global coordinate system. </member> <member name="center_of_mass_local" type="Vector2" setter="" getter="get_center_of_mass_local"> The body's center of mass position in the body's local coordinate system. </member> <member name="inverse_inertia" type="float" setter="" getter="get_inverse_inertia"> The inverse of the inertia of the body. </member> <member name="inverse_mass" type="float" setter="" getter="get_inverse_mass"> The inverse of the mass of the body. </member> <member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity"> The body's linear velocity in pixels per second. </member> <member name="sleeping" type="bool" setter="set_sleep_state" getter="is_sleeping"> If [code]true[/code], this body is currently sleeping (not active). </member> <member name="step" type="float" setter="" getter="get_step"> The timestep (delta) used for the simulation. </member> <member name="total_angular_damp" type="float" setter="" getter="get_total_angular_damp"> The rate at which the body stops rotating, if there are not any other forces moving it. </member> <member name="total_gravity" type="Vector2" setter="" getter="get_total_gravity"> The total gravity vector being currently applied to this body. </member> <member name="total_linear_damp" type="float" setter="" getter="get_total_linear_damp"> The rate at which the body stops moving, if there are not any other forces moving it. </member> <member name="transform" type="Transform2D" setter="set_transform" getter="get_transform"> The body's transformation matrix. </member> </members> </class>