A body that is controlled by the 2D physics engine.
This node implements simulated 2D physics. You do not control a RigidBody2D directly. Instead you apply forces to it (gravity, impulses, etc.) and the physics simulation calculates the resulting movement based on its mass, friction, and other physical properties.
A RigidBody2D has 4 behavior modes (see [member mode]):
- [b]Rigid[/b]: The body behaves as a physical object. It collides with other bodies and responds to forces applied to it. This is the default mode.
- [b]Static[/b]: The body behaves like a [StaticBody2D] and does not move.
- [b]Character[/b]: Similar to [code]Rigid[/code] mode, but the body can not rotate.
- [b]Kinematic[/b]: The body behaves like a [KinematicBody2D], and must be moved by code.
[b]Note:[/b] You should not change a RigidBody2D's [code]position[/code] or [code]linear_velocity[/code] every frame or even very often. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state.
If you need to override the default physics behavior, you can write a custom force integration. See [member custom_integrator].
Allows you to read and safely modify the simulation state for the object. Use this instead of [Node._physics_process] if you need to directly change the body's [code]position[/code] or other physics properties. By default it works in addition to the usual physics behavior, but [member custom_integrator] allows you to disable the default behavior and write custom force integration for a body.
Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
Applies a positioned impulse to the body (which will be affected by the body mass and shape). This is the equivalent of hitting a billiard ball with a cue: a force that is applied instantaneously. Both the impulse and the offset from the body origin are in global coordinates.
Returns the body's total applied force.
Returns the body's total applied torque.
Returns a list of the bodies colliding with this one. Use [member contacts_reported] to set the maximum number reported. You must also set [member contact_monitor] to [code]true[/code]. Note that the result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead.
Returns the body's moment of inertia, which is computed automatically from the body's mass and assigned [Shape2D]s during the physics frame. Note that it will not yet have a value in the [code]_ready()[/code] function.
Sets the applied force vector. This is the equivalent of firing a rocket: the force is applied constantly.
Sets the applied torque.
Sets the body's velocity on the given axis. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.
Set the body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body. The moment of inertia is usually computed automatically from the mass and the shapes, but this function allows you to set a custom value. Set 0 (or negative) inertia to return to automatically computing it.
Returns [code]true[/code] if a collision would result from moving in the given vector. [code]margin[/code] increases the size of the shapes involved in the collision detection, and [code]result[/code] is an object of type [Physics2DTestMotionResult], which contains additional information about the collision (should there be one).
Damps the body's [member angular_velocity]. If [code]-1[/code] the body will use the "Default Angular Damp" in "Project > Project Settings > Physics > 2d". Default value: [code]-1[/code].
The body's rotational velocity.
The body's bounciness. Default value: [code]0[/code].
If [code]true[/code] the body will not calculate forces and will act as a static body if there is no movement. The body will wake up when other forces are applied via collisions or by using [method apply_impulse] or [method add_force]. Default value: [code]true[/code].
If [code]true[/code] the body will emit signals when it collides with another RigidBody2D. See also [member contacts_reported]. Default value: [code]false[/code].
The maximum number of contacts to report. Default value: [code]0[/code].
Continuous collision detection mode. Default value: [code]CCD_MODE_DISABLED[/code].
Continuous collision detection tries to predict where a moving body will collide instead of moving it and correcting its movement after collision. Continuous collision detection is slower, but more precise and misses fewer collisions with small, fast-moving objects. Raycasting and shapecasting methods are available. See [code]CCD_MODE_[/code] constants for details.
If [code]true[/code] internal force integration is disabled for this body. Aside from collision response, the body will only move as determined by the [method _integrate_forces] function.
The body's friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum friction). Default value: [code]1[/code].
Multiplies the gravity applied to the body. The body's gravity is calculated from the "Default Gravity" value in "Project > Project Settings > Physics > 2d" and/or any additional gravity vector applied by [Area2D]s. Default value: [code]1[/code].
Damps the body's [member linear_velocity]. If [code]-1[/code] the body will use the "Default Linear Damp" in "Project > Project Settings > Physics > 2d". Default value: [code]-1[/code].
The body's linear velocity.
The body's mass. Default value: [code]1[/code].
The body's mode. See [code]MODE_*[/code] constants. Default value: [code]MODE_RIGID[/code].
If [code]true[/code] the body is sleeping and will not calculate forces until woken up by a collision or by using [method apply_impulse] or [method add_force].
The body's weight based on its mass and the "Default Gravity" value in "Project > Project Settings > Physics > 2d".
Emitted when a body enters into contact with this one. [member contact_monitor] must be [code]true[/code] and [member contacts_reported] greater than [code]0[/code].
Emitted when a body exits contact with this one. [member contact_monitor] must be [code]true[/code] and [member contacts_reported] greater than [code]0[/code].
Emitted when a body enters into contact with this one. Reports colliding shape information. See [CollisionObject2D] for shape index information. [member contact_monitor] must be [code]true[/code] and [member contacts_reported] greater than [code]0[/code].
Emitted when a body shape exits contact with this one. Reports colliding shape information. See [CollisionObject2D] for shape index information. [member contact_monitor] must be [code]true[/code] and [member contacts_reported] greater than [code]0[/code].
Emitted when [member sleeping] changes.
Rigid mode. The body behaves as a physical object. It collides with other bodies and responds to forces applied to it. This is the default mode.
Static mode. The body behaves like a [StaticBody2D] and does not move.
Character mode. Similar to [code]MODE_RIGID[/code], but the body can not rotate.
Kinematic mode. The body behaves like a [KinematicBody2D], and must be moved by code.
Continuous collision detection disabled. This is the fastest way to detect body collisions, but can miss small, fast-moving objects.
Continuous collision detection enabled using raycasting. This is faster than shapecasting but less precise.
Continuous collision detection enabled using shapecasting. This is the slowest CCD method and the most precise.