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PhysicsDirectBodyState2D¶
Inherits: Object
Inherited By: PhysicsDirectBodyState2DExtension
Provides direct access to a physics body in the PhysicsServer2D.
Description¶
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 RigidBody2D, and is intended for changing the direct state of that body. See RigidBody2D._integrate_forces.
Tutorials¶
Properties¶
Methods¶
Property Descriptions¶
float angular_velocity
The body's rotational velocity in radians per second.
Vector2 center_of_mass
Vector2 get_center_of_mass ( )
The body's center of mass position relative to the body's center in the global coordinate system.
Vector2 center_of_mass_local
Vector2 get_center_of_mass_local ( )
The body's center of mass position in the body's local coordinate system.
float inverse_inertia
float get_inverse_inertia ( )
The inverse of the inertia of the body.
float inverse_mass
float get_inverse_mass ( )
The inverse of the mass of the body.
Vector2 linear_velocity
The body's linear velocity in pixels per second.
bool sleeping
If true
, this body is currently sleeping (not active).
float step
float get_step ( )
The timestep (delta) used for the simulation.
float total_angular_damp
float get_total_angular_damp ( )
The rate at which the body stops rotating, if there are not any other forces moving it.
Vector2 total_gravity
Vector2 get_total_gravity ( )
The total gravity vector being currently applied to this body.
float total_linear_damp
float get_total_linear_damp ( )
The rate at which the body stops moving, if there are not any other forces moving it.
Transform2D transform
void set_transform ( Transform2D value )
Transform2D get_transform ( )
The body's transformation matrix.
Method Descriptions¶
void add_constant_central_force ( Vector2 force=Vector2(0, 0) )
Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with constant_force = Vector2(0, 0)
.
This is equivalent to using add_constant_force at the body's center of mass.
void add_constant_force ( Vector2 force, Vector2 position=Vector2(0, 0) )
Adds a constant positioned force to the body that keeps being applied over time until cleared with constant_force = Vector2(0, 0)
.
position
is the offset from the body origin in global coordinates.
void add_constant_torque ( float torque )
Adds a constant rotational force without affecting position that keeps being applied over time until cleared with constant_torque = 0
.
void apply_central_force ( Vector2 force=Vector2(0, 0) )
Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.
This is equivalent to using apply_force at the body's center of mass.
void apply_central_impulse ( Vector2 impulse )
Applies a directional impulse without affecting rotation.
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).
This is equivalent to using apply_impulse at the body's center of mass.
void apply_force ( Vector2 force, Vector2 position=Vector2(0, 0) )
Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.
position
is the offset from the body origin in global coordinates.
void apply_impulse ( Vector2 impulse, Vector2 position=Vector2(0, 0) )
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).
position
is the offset from the body origin in global coordinates.
void apply_torque ( float torque )
Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
Note: inverse_inertia is required for this to work. To have inverse_inertia, an active CollisionShape2D must be a child of the node, or you can manually set inverse_inertia.
void apply_torque_impulse ( float impulse )
Applies a rotational impulse to the body without affecting the position.
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).
Note: inverse_inertia is required for this to work. To have inverse_inertia, an active CollisionShape2D must be a child of the node, or you can manually set inverse_inertia.
Vector2 get_constant_force ( )