godot/doc/classes/Physics2DDirectBodyState.xml

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="Physics2DDirectBodyState" inherits="Object" category="Core" version="3.0.4">
<brief_description>
Direct access object to a physics body in the [Physics2DServer].
</brief_description>
<description>
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.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_contact_collider" qualifiers="const">
<return type="RID">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Return the [RID] of the collider.
</description>
</method>
<method name="get_contact_collider_id" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Return the object id of the collider.
</description>
</method>
<method name="get_contact_collider_object" qualifiers="const">
<return type="Object">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Return 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">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Return the contact position in the collider.
</description>
</method>
<method name="get_contact_collider_shape" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Return the collider shape index.
</description>
</method>
<method name="get_contact_collider_shape_metadata" qualifiers="const">
<return type="Variant">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
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].
</description>
</method>
<method name="get_contact_collider_velocity_at_position" qualifiers="const">
<return type="Vector2">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Return the linear velocity vector at contact point of the collider.
</description>
</method>
<method name="get_contact_count" qualifiers="const">
<return type="int">
</return>
<description>
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.
</description>
</method>
<method name="get_contact_local_normal" qualifiers="const">
<return type="Vector2">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Return the local normal (of this body) of the contact point.
</description>
</method>
<method name="get_contact_local_position" qualifiers="const">
<return type="Vector2">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Return the local position (of this body) of the contact point.
</description>
</method>
<method name="get_contact_local_shape" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Return the local shape index of the collision.
</description>
</method>
<method name="get_space_state">
<return type="Physics2DDirectSpaceState">
</return>
<description>
Return the current state of space, useful for queries.
</description>
</method>
<method name="integrate_forces">
<return type="void">
</return>
<description>
Call the built-in force integration code.
</description>
</method>
</methods>
<members>
<member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity">
The angular velocity of the body.
</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 linear velocity of the body.
</member>
<member name="sleeping" type="bool" setter="set_sleep_state" getter="is_sleeping">
[code]true[/code] if 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 transformation matrix of the body.
</member>
</members>
<constants>
</constants>
</class>