967bfb0c4a
It is now "3.0-alpha" instead of "3.0.alpha.custom_build{,.mono}", limits unnecessary diffs.
235 lines
7.0 KiB
XML
235 lines
7.0 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Physics2DDirectBodyState" inherits="Object" category="Core" version="3.0-alpha">
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<brief_description>
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Direct access object to a physics body in the [Physics2DServer].
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</brief_description>
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<description>
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Direct access object to a physics body in the [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.
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</description>
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<tutorials>
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</tutorials>
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<demos>
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</demos>
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<methods>
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<method name="get_angular_velocity" qualifiers="const">
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<return type="float">
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</return>
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<description>
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Return the angular velocity of the body.
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</description>
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</method>
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<method name="get_contact_collider" qualifiers="const">
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<return type="RID">
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</return>
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<argument index="0" name="contact_idx" type="int">
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</argument>
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<description>
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Return the [RID] of the collider.
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</description>
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</method>
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<method name="get_contact_collider_id" qualifiers="const">
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<return type="int">
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</return>
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<argument index="0" name="contact_idx" type="int">
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</argument>
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<description>
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Return the object id of the collider.
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</description>
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</method>
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<method name="get_contact_collider_object" qualifiers="const">
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<return type="Object">
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</return>
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<argument index="0" name="contact_idx" type="int">
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</argument>
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<description>
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Return the collider object, this depends on how it was created (will return a scene node if such was used to create it).
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</description>
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</method>
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<method name="get_contact_collider_position" qualifiers="const">
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<return type="Vector2">
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</return>
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<argument index="0" name="contact_idx" type="int">
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</argument>
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<description>
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Return the contact position in the collider.
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</description>
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</method>
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<method name="get_contact_collider_shape" qualifiers="const">
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<return type="int">
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</return>
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<argument index="0" name="contact_idx" type="int">
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</argument>
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<description>
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Return the collider shape index.
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</description>
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</method>
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<method name="get_contact_collider_shape_metadata" qualifiers="const">
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<return type="Variant">
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</return>
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<argument index="0" name="contact_idx" type="int">
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</argument>
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<description>
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Return the metadata of the collided shape. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].
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</description>
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</method>
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<method name="get_contact_collider_velocity_at_position" qualifiers="const">
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<return type="Vector2">
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</return>
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<argument index="0" name="contact_idx" type="int">
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</argument>
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<description>
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Return the linear velocity vector at contact point of the collider.
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</description>
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</method>
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<method name="get_contact_count" qualifiers="const">
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<return type="int">
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</return>
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<description>
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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.
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</description>
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</method>
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<method name="get_contact_local_normal" qualifiers="const">
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<return type="Vector2">
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</return>
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<argument index="0" name="contact_idx" type="int">
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</argument>
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<description>
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Return the local normal (of this body) of the contact point.
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</description>
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</method>
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<method name="get_contact_local_position" qualifiers="const">
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<return type="Vector2">
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</return>
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<argument index="0" name="contact_idx" type="int">
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</argument>
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<description>
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Return the local position (of this body) of the contact point.
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</description>
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</method>
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<method name="get_contact_local_shape" qualifiers="const">
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<return type="int">
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</return>
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<argument index="0" name="contact_idx" type="int">
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</argument>
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<description>
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Return the local shape index of the collision.
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</description>
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</method>
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<method name="get_inverse_inertia" qualifiers="const">
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<return type="float">
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</return>
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<description>
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Return the inverse of the inertia of the body.
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</description>
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</method>
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<method name="get_inverse_mass" qualifiers="const">
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<return type="float">
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</return>
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<description>
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Return the inverse of the mass of the body.
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</description>
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</method>
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<method name="get_linear_velocity" qualifiers="const">
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<return type="Vector2">
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</return>
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<description>
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Return the current linear velocity of the body.
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</description>
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</method>
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<method name="get_space_state">
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<return type="Physics2DDirectSpaceState">
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</return>
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<description>
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Return the current state of space, useful for queries.
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</description>
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</method>
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<method name="get_step" qualifiers="const">
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<return type="float">
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</return>
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<description>
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Return the timestep (delta) used for the simulation.
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</description>
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</method>
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<method name="get_total_angular_damp" qualifiers="const">
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<return type="float">
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</return>
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<description>
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Return the rate at which the body stops rotating, if there are not any other forces moving it.
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</description>
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</method>
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<method name="get_total_gravity" qualifiers="const">
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<return type="Vector2">
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</return>
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<description>
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Return the total gravity vector being currently applied to this body.
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</description>
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</method>
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<method name="get_total_linear_damp" qualifiers="const">
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<return type="float">
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</return>
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<description>
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Return the rate at which the body stops moving, if there are not any other forces moving it.
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</description>
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</method>
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<method name="get_transform" qualifiers="const">
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<return type="Transform2D">
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</return>
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<description>
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Return the transform matrix of the body.
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</description>
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</method>
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<method name="integrate_forces">
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<return type="void">
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</return>
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<description>
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Call the built-in force integration code.
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</description>
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</method>
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<method name="is_sleeping" qualifiers="const">
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<return type="bool">
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</return>
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<description>
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Return true if this body is currently sleeping (not active).
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</description>
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</method>
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<method name="set_angular_velocity">
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<return type="void">
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</return>
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<argument index="0" name="velocity" type="float">
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</argument>
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<description>
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Change the angular velocity of the body.
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</description>
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</method>
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<method name="set_linear_velocity">
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<return type="void">
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</return>
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<argument index="0" name="velocity" type="Vector2">
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</argument>
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<description>
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Change the linear velocity of the body.
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</description>
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</method>
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<method name="set_sleep_state">
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<return type="void">
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</return>
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<argument index="0" name="enabled" type="bool">
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</argument>
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<description>
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Set the sleeping state of the body, only affects character/rigid bodies.
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</description>
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</method>
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<method name="set_transform">
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<return type="void">
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</return>
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<argument index="0" name="transform" type="Transform2D">
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</argument>
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<description>
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Change the transform matrix of the body.
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</description>
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</method>
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</methods>
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<constants>
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</constants>
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</class>
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