.. Generated automatically by doc/tools/makerst.py in Godot's source tree. .. DO NOT EDIT THIS FILE, but the doc/base/classes.xml source instead. .. _class_Physics2DDirectBodyState: Physics2DDirectBodyState ======================== **Inherits:** :ref:`Object` **Inherited By:** :ref:`Physics2DDirectBodyStateSW` **Category:** Core Brief Description ----------------- Direct access object to a physics body in the :ref:`Physics2DServer`. Member Functions ---------------- +--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`get_angular_velocity` **(** **)** const | +--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`RID` | :ref:`get_contact_collider` **(** :ref:`int` contact_idx **)** const | +--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`get_contact_collider_id` **(** :ref:`int` contact_idx **)** const | +--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Object` | :ref:`get_contact_collider_object` **(** :ref:`int` contact_idx **)** const | +--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Vector2` | :ref:`get_contact_collider_pos` **(** :ref:`int` contact_idx **)** const | +--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`get_contact_collider_shape` **(** :ref:`int` contact_idx **)** const | +--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Variant` | :ref:`get_contact_collider_shape_metadata` **(** :ref:`int` contact_idx **)** const | +--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Vector2` | :ref:`get_contact_collider_velocity_at_pos` **(** :ref:`int` contact_idx **)** const | +--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`get_contact_count` **(** **)** const | +--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Vector2` | :ref:`get_contact_local_normal` **(** :ref:`int` contact_idx **)** const | +--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Vector2` | :ref:`get_contact_local_pos` **(** :ref:`int` contact_idx **)** const | +--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`get_contact_local_shape` **(** :ref:`int` contact_idx **)** const | +--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`get_inverse_inertia` **(** **)** const | +--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`get_inverse_mass` **(** **)** const | +--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Vector2` | :ref:`get_linear_velocity` **(** **)** const | +--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Physics2DDirectSpaceState` | :ref:`get_space_state` **(** **)** | +--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`get_step` **(** **)** const | +--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`get_total_angular_damp` **(** **)** const | +--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Vector2` | :ref:`get_total_gravity` **(** **)** const | +--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`get_total_linear_damp` **(** **)** const | +--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Transform2D` | :ref:`get_transform` **(** **)** const | +--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`integrate_forces` **(** **)** | +--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`is_sleeping` **(** **)** const | +--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_angular_velocity` **(** :ref:`float` velocity **)** | +--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_linear_velocity` **(** :ref:`Vector2` velocity **)** | +--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_sleep_state` **(** :ref:`bool` enabled **)** | +--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`set_transform` **(** :ref:`Transform2D` transform **)** | +--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ Description ----------- Direct access object to a physics body in the :ref:`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. Member Function Description --------------------------- .. _class_Physics2DDirectBodyState_get_angular_velocity: - :ref:`float` **get_angular_velocity** **(** **)** const Return the angular velocity of the body. .. _class_Physics2DDirectBodyState_get_contact_collider: - :ref:`RID` **get_contact_collider** **(** :ref:`int` contact_idx **)** const Return the :ref:`RID` of the collider. .. _class_Physics2DDirectBodyState_get_contact_collider_id: - :ref:`int` **get_contact_collider_id** **(** :ref:`int` contact_idx **)** const Return the object id of the collider. .. _class_Physics2DDirectBodyState_get_contact_collider_object: - :ref:`Object` **get_contact_collider_object** **(** :ref:`int` contact_idx **)** const Return the collider object, this depends on how it was created (will return a scene node if such was used to create it). .. _class_Physics2DDirectBodyState_get_contact_collider_pos: - :ref:`Vector2` **get_contact_collider_pos** **(** :ref:`int` contact_idx **)** const Return the contact position in the collider. .. _class_Physics2DDirectBodyState_get_contact_collider_shape: - :ref:`int` **get_contact_collider_shape** **(** :ref:`int` contact_idx **)** const Return the collider shape index. .. _class_Physics2DDirectBodyState_get_contact_collider_shape_metadata: - :ref:`Variant` **get_contact_collider_shape_metadata** **(** :ref:`int` contact_idx **)** const Return the metadata of the collided shape. This metadata is different from :ref:`Object.get_meta`, and is set with :ref:`Physics2DServer.shape_set_data`. .. _class_Physics2DDirectBodyState_get_contact_collider_velocity_at_pos: - :ref:`Vector2` **get_contact_collider_velocity_at_pos** **(** :ref:`int` contact_idx **)** const Return the linear velocity vector at contact point of the collider. .. _class_Physics2DDirectBodyState_get_contact_count: - :ref:`int` **get_contact_count** **(** **)** const 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. .. _class_Physics2DDirectBodyState_get_contact_local_normal: - :ref:`Vector2` **get_contact_local_normal** **(** :ref:`int` contact_idx **)** const Return the local normal (of this body) of the contact point. .. _class_Physics2DDirectBodyState_get_contact_local_pos: - :ref:`Vector2` **get_contact_local_pos** **(** :ref:`int` contact_idx **)** const Return the local position (of this body) of the contact point. .. _class_Physics2DDirectBodyState_get_contact_local_shape: - :ref:`int` **get_contact_local_shape** **(** :ref:`int` contact_idx **)** const Return the local shape index of the collision. .. _class_Physics2DDirectBodyState_get_inverse_inertia: - :ref:`float` **get_inverse_inertia** **(** **)** const Return the inverse of the inertia of the body. .. _class_Physics2DDirectBodyState_get_inverse_mass: - :ref:`float` **get_inverse_mass** **(** **)** const Return the inverse of the mass of the body. .. _class_Physics2DDirectBodyState_get_linear_velocity: - :ref:`Vector2` **get_linear_velocity** **(** **)** const Return the current linear velocity of the body. .. _class_Physics2DDirectBodyState_get_space_state: - :ref:`Physics2DDirectSpaceState` **get_space_state** **(** **)** Return the current state of space, useful for queries. .. _class_Physics2DDirectBodyState_get_step: - :ref:`float` **get_step** **(** **)** const Return the timestep (delta) used for the simulation. .. _class_Physics2DDirectBodyState_get_total_angular_damp: - :ref:`float` **get_total_angular_damp** **(** **)** const Return the rate at which the body stops rotating, if there are not any other forces moving it. .. _class_Physics2DDirectBodyState_get_total_gravity: - :ref:`Vector2` **get_total_gravity** **(** **)** const Return the total gravity vector being currently applied to this body. .. _class_Physics2DDirectBodyState_get_total_linear_damp: - :ref:`float` **get_total_linear_damp** **(** **)** const Return the rate at which the body stops moving, if there are not any other forces moving it. .. _class_Physics2DDirectBodyState_get_transform: - :ref:`Transform2D` **get_transform** **(** **)** const Return the transform matrix of the body. .. _class_Physics2DDirectBodyState_integrate_forces: - void **integrate_forces** **(** **)** Call the built-in force integration code. .. _class_Physics2DDirectBodyState_is_sleeping: - :ref:`bool` **is_sleeping** **(** **)** const Return true if this body is currently sleeping (not active). .. _class_Physics2DDirectBodyState_set_angular_velocity: - void **set_angular_velocity** **(** :ref:`float` velocity **)** Change the angular velocity of the body. .. _class_Physics2DDirectBodyState_set_linear_velocity: - void **set_linear_velocity** **(** :ref:`Vector2` velocity **)** Change the linear velocity of the body. .. _class_Physics2DDirectBodyState_set_sleep_state: - void **set_sleep_state** **(** :ref:`bool` enabled **)** Set the sleeping state of the body, only affects character/rigid bodies. .. _class_Physics2DDirectBodyState_set_transform: - void **set_transform** **(** :ref:`Transform2D` transform **)** Change the transform matrix of the body.