56e1520f82
Add note about inertia being required for apply_torque on various Node types
250 lines
12 KiB
XML
250 lines
12 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PhysicsDirectBodyState2D" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Direct access object to a physics body in the [PhysicsServer2D].
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</brief_description>
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<description>
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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 rigid bodies, and is intended for changing the direct state of that body. See [method RigidBody2D._integrate_forces].
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</description>
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<tutorials>
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<link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link>
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<link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link>
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</tutorials>
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<methods>
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<method name="add_constant_central_force">
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<return type="void" />
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<param index="0" name="force" type="Vector2" default="Vector2(0, 0)" />
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<description>
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Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with [code]constant_force = Vector2(0, 0)[/code].
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This is equivalent to using [method add_constant_force] at the body's center of mass.
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</description>
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</method>
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<method name="add_constant_force">
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<return type="void" />
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<param index="0" name="force" type="Vector2" />
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<param index="1" name="position" type="Vector2" default="Vector2(0, 0)" />
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<description>
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Adds a constant positioned force to the body that keeps being applied over time until cleared with [code]constant_force = Vector2(0, 0)[/code].
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[param position] is the offset from the body origin in global coordinates.
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</description>
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</method>
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<method name="add_constant_torque">
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<return type="void" />
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<param index="0" name="torque" type="float" />
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<description>
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Adds a constant rotational force without affecting position that keeps being applied over time until cleared with [code]constant_torque = 0[/code].
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</description>
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</method>
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<method name="apply_central_force">
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<return type="void" />
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<param index="0" name="force" type="Vector2" default="Vector2(0, 0)" />
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<description>
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Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.
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This is equivalent to using [method apply_force] at the body's center of mass.
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</description>
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</method>
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<method name="apply_central_impulse">
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<return type="void" />
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<param index="0" name="impulse" type="Vector2" />
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<description>
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Applies a directional impulse without affecting rotation.
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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).
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This is equivalent to using [method apply_impulse] at the body's center of mass.
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</description>
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</method>
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<method name="apply_force">
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<return type="void" />
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<param index="0" name="force" type="Vector2" />
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<param index="1" name="position" type="Vector2" default="Vector2(0, 0)" />
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<description>
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Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.
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[param position] is the offset from the body origin in global coordinates.
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</description>
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</method>
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<method name="apply_impulse">
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<return type="void" />
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<param index="0" name="impulse" type="Vector2" />
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<param index="1" name="position" type="Vector2" default="Vector2(0, 0)" />
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<description>
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Applies a positioned impulse to the body.
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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).
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[param position] is the offset from the body origin in global coordinates.
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</description>
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</method>
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<method name="apply_torque">
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<return type="void" />
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<param index="0" name="torque" type="float" />
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<description>
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Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
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[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].
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</description>
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</method>
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<method name="apply_torque_impulse">
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<return type="void" />
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<param index="0" name="impulse" type="float" />
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<description>
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Applies a rotational impulse to the body without affecting the position.
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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).
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[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].
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</description>
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</method>
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<method name="get_constant_force" qualifiers="const">
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<return type="Vector2" />
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<description>
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Returns the body's total constant positional forces applied during each physics update.
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See [method add_constant_force] and [method add_constant_central_force].
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</description>
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</method>
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<method name="get_constant_torque" qualifiers="const">
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<return type="float" />
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<description>
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Returns the body's total constant rotational forces applied during each physics update.
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See [method add_constant_torque].
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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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<param index="0" name="contact_idx" type="int" />
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<description>
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Returns the collider's [RID].
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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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<param index="0" name="contact_idx" type="int" />
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<description>
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Returns the collider's object id.
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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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<param index="0" name="contact_idx" type="int" />
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<description>
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Returns 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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<param index="0" name="contact_idx" type="int" />
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<description>
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Returns 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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<param index="0" name="contact_idx" type="int" />
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<description>
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Returns the collider's shape index.
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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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<param index="0" name="contact_idx" type="int" />
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<description>
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Returns the linear velocity vector at the collider's contact point.
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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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<description>
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Returns the number of contacts this body has with other bodies.
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[b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidBody2D.contact_monitor].
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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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<param index="0" name="contact_idx" type="int" />
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<description>
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Returns the local normal at 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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<param index="0" name="contact_idx" type="int" />
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<description>
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Returns the local position 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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<param index="0" name="contact_idx" type="int" />
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<description>
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Returns the local shape index of the collision.
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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="PhysicsDirectSpaceState2D" />
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<description>
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Returns the current state of the space, useful for queries.
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</description>
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</method>
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<method name="get_velocity_at_local_position" qualifiers="const">
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<return type="Vector2" />
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<param index="0" name="local_position" type="Vector2" />
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<description>
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Returns the body's velocity at the given relative position, including both translation and rotation.
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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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<description>
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Calls the built-in force integration code.
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</description>
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</method>
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<method name="set_constant_force">
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<return type="void" />
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<param index="0" name="force" type="Vector2" />
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<description>
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Sets the body's total constant positional forces applied during each physics update.
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See [method add_constant_force] and [method add_constant_central_force].
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</description>
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</method>
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<method name="set_constant_torque">
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<return type="void" />
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<param index="0" name="torque" type="float" />
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<description>
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Sets the body's total constant rotational forces applied during each physics update.
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See [method add_constant_torque].
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</description>
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</method>
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</methods>
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<members>
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<member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity" default="0.0">
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The body's rotational velocity in [i]radians[/i] per second.
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</member>
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<member name="center_of_mass" type="Vector2" setter="" getter="get_center_of_mass" default="Vector2(0, 0)">
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The body's center of mass position relative to the body's center in the global coordinate system.
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</member>
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<member name="center_of_mass_local" type="Vector2" setter="" getter="get_center_of_mass_local" default="Vector2(0, 0)">
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The body's center of mass position in the body's local coordinate system.
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</member>
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<member name="inverse_inertia" type="float" setter="" getter="get_inverse_inertia" default="0.0">
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The inverse of the inertia of the body.
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</member>
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<member name="inverse_mass" type="float" setter="" getter="get_inverse_mass" default="0.0">
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The inverse of the mass of the body.
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</member>
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<member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector2(0, 0)">
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The body's linear velocity in pixels per second.
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</member>
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<member name="sleeping" type="bool" setter="set_sleep_state" getter="is_sleeping" default="false">
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If [code]true[/code], this body is currently sleeping (not active).
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</member>
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<member name="step" type="float" setter="" getter="get_step" default="0.0">
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The timestep (delta) used for the simulation.
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</member>
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<member name="total_angular_damp" type="float" setter="" getter="get_total_angular_damp" default="0.0">
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The rate at which the body stops rotating, if there are not any other forces moving it.
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</member>
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<member name="total_gravity" type="Vector2" setter="" getter="get_total_gravity" default="Vector2(0, 0)">
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The total gravity vector being currently applied to this body.
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</member>
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<member name="total_linear_damp" type="float" setter="" getter="get_total_linear_damp" default="0.0">
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The rate at which the body stops moving, if there are not any other forces moving it.
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</member>
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<member name="transform" type="Transform2D" setter="set_transform" getter="get_transform" default="Transform2D(1, 0, 0, 1, 0, 0)">
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The body's transformation matrix.
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</member>
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</members>
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</class>
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