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RigidBody2D¶
Inherits: PhysicsBody2D < CollisionObject2D < Node2D < CanvasItem < Node < Object
Inherited By: PhysicalBone2D
A 2D physics body that is moved by a physics simulation.
Description¶
RigidBody2D implements full 2D physics. It cannot be controlled directly, instead, you must apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, rotation, react to collisions, and affect other physics bodies in its path.
The body's behavior can be adjusted via lock_rotation, freeze, and freeze_mode. By changing various properties of the object, such as mass, you can control how the physics simulation acts on it.
A rigid body will always maintain its shape and size, even when forces are applied to it. It is useful for objects that can be interacted with in an environment, such as a tree that can be knocked over or a stack of crates that can be pushed around.
If you need to override the default physics behavior, you can write a custom force integration function. See custom_integrator.
Note: Changing the 2D transform or linear_velocity of a RigidBody2D very often may lead to some unpredictable behaviors. If you need to directly affect the body, prefer _integrate_forces as it allows you to directly access the physics state.
Tutorials¶
Properties¶
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Methods¶
void |
_integrate_forces ( PhysicsDirectBodyState2D state ) virtual |
void |
add_constant_central_force ( Vector2 force ) |
void |
add_constant_force ( Vector2 force, Vector2 position=Vector2(0, 0) ) |
void |
add_constant_torque ( float torque ) |
void |
apply_central_force ( Vector2 force ) |
void |
apply_central_impulse ( Vector2 impulse=Vector2(0, 0) ) |
void |
apply_force ( Vector2 force, Vector2 position=Vector2(0, 0) ) |
void |
apply_impulse ( Vector2 impulse, Vector2 position=Vector2(0, 0) ) |
void |
apply_torque ( float torque ) |
void |
apply_torque_impulse ( float torque ) |
get_colliding_bodies ( ) const |
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get_contact_count ( ) const |
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void |
set_axis_velocity ( Vector2 axis_velocity ) |
Signals¶
body_entered ( Node body )
Emitted when a collision with another PhysicsBody2D or TileMap occurs. Requires contact_monitor to be set to true
and max_contacts_reported to be set high enough to detect all the collisions. TileMaps are detected if the TileSet has Collision Shape2Ds.
body
the Node, if it exists in the tree, of the other PhysicsBody2D or TileMap.
body_exited ( Node body )
Emitted when the collision with another PhysicsBody2D or TileMap ends. Requires contact_monitor to be set to true
and max_contacts_reported to be set high enough to detect all the collisions. TileMaps are detected if the TileSet has Collision Shape2Ds.
body
the Node, if it exists in the tree, of the other PhysicsBody2D or TileMap.
body_shape_entered ( RID body_rid, Node body, int body_shape_index, int local_shape_index )
Emitted when one of this RigidBody2D's Shape2Ds collides with another PhysicsBody2D or TileMap's Shape2Ds. Requires contact_monitor to be set to true
and max_contacts_reported to be set high enough to detect all the collisions. TileMaps are detected if the TileSet has Collision Shape2Ds.
body_rid
the RID of the other PhysicsBody2D or TileSet's CollisionObject2D used by the PhysicsServer2D.
body
the Node, if it exists in the tree, of the other PhysicsBody2D or TileMap.
body_shape_index
the index of the Shape2D of the other PhysicsBody2D or TileMap used by the PhysicsServer2D. Get the CollisionShape2D node with body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))
.
local_shape_index
the index of the Shape2D of this RigidBody2D used by the PhysicsServer2D. Get the CollisionShape2D node with self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))
.
body_shape_exited ( RID body_rid, Node body, int body_shape_index, int local_shape_index )
Emitted when the collision between one of this RigidBody2D's Shape2Ds and another PhysicsBody2D or TileMap's Shape2Ds ends. Requires contact_monitor to be set to true
and max_contacts_reported to be set high enough to detect all the collisions. TileMaps are detected if the TileSet has Collision Shape2Ds.
body_rid
the RID of the other PhysicsBody2D or TileSet's CollisionObject2D used by the PhysicsServer2D.