Direct access object to a physics body in the Physics2DServer.
Provides direct access to a physics body in the Physics2DServer, allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See RigidBody2D._integrate_forces.
get_contact_count ( ) const
get_space_state ( )
integrate_forces ( )
The body's rotational velocity in radians per second.
float get_inverse_inertia ( )
The inverse of the inertia of the body.
float get_inverse_mass ( )
The inverse of the mass of the body.
The body's linear velocity in pixels per second.
true, this body is currently sleeping (not active).
float get_step ( )
The timestep (delta) used for the simulation.
float get_total_angular_damp ( )
The rate at which the body stops rotating, if there are not any other forces moving it.
Vector2 get_total_gravity ( )
The total gravity vector being currently applied to this body.
float get_total_linear_damp ( )
The rate at which the body stops moving, if there are not any other forces moving it.
The body's transformation matrix.
void add_central_force ( Vector2 force )
Adds a constant directional force without affecting rotation.
Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
void add_torque ( float torque )
Adds a constant rotational force.
void apply_central_impulse ( Vector2 impulse )
Applies a directional impulse without affecting rotation.
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). The offset uses the rotation of the global coordinate system, but is centered at the object's origin.
void apply_torque_impulse ( float impulse )
Applies a rotational impulse to the body.
Returns the collider's RID.
Returns the collider's object id.
Returns the collider object. This depends on how it was created (will return a scene node if such was used to create it).
Returns the contact position in the collider.
Returns the collider's shape index.
Returns the linear velocity vector at the collider's contact point.
int get_contact_count ( ) const
Returns the number of contacts this body has with other bodies.
Note: By default, this returns 0 unless bodies are configured to monitor contacts. See RigidBody2D.contact_monitor.
Returns the local normal at the contact point.
Returns the local position of the contact point.
Returns the local shape index of the collision.
Physics2DDirectSpaceState get_space_state ( )
Returns the current state of the space, useful for queries.
Returns the body's velocity at the given relative position, including both translation and rotation.
void integrate_forces ( )
Calls the built-in force integration code.