Physics2DDirectBodyState¶
Inherits: Object
Inherited By: Physics2DDirectBodyStateSW
Category: Core
Brief Description¶
Direct access object to a physics body in the Physics2DServer.
Member Functions¶
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.
Member Function Description¶
- float get_angular_velocity ( ) const
Return the angular velocity of the body.
Return the RID of the collider.
Return the object id of the collider.
Return the collider object, this depends on how it was created (will return a scene node if such was used to create it).
Return the contact position in the collider.
Return the collider shape index.
Return the metadata of the collided shape. This metadata is different from Object.get_meta, and is set with Physics2DServer.shape_set_data.
Return the linear velocity vector at contact point of the collider.
- 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.
Return the local normal (of this body) of the contact point.
Return the local position (of this body) of the contact point.
Return the local shape index of the collision.
- float get_inverse_inertia ( ) const
Return the inverse of the inertia of the body.
- float get_inverse_mass ( ) const
Return the inverse of the mass of the body.
- Vector2 get_linear_velocity ( ) const
Return the current linear velocity of the body.
- Physics2DDirectSpaceState get_space_state ( )
Return the current state of space, useful for queries.
- float get_step ( ) const
Return the timestep (delta) used for the simulation.
- float get_total_angular_damp ( ) const
Return the rate at which the body stops rotating, if there are not any other forces moving it.
- Vector2 get_total_gravity ( ) const
Return the total gravity vector being currently applied to this body.
- float get_total_linear_damp ( ) const
Return the rate at which the body stops moving, if there are not any other forces moving it.
- Transform2D get_transform ( ) const
Return the transform matrix of the body.
- void integrate_forces ( )
Call the built-in force integration code.
- bool is_sleeping ( ) const
Return true if this body is currently sleeping (not active).
- void set_angular_velocity ( float velocity )
Change the angular velocity of the body.
- void set_linear_velocity ( Vector2 velocity )
Change the linear velocity of the body.
- void set_sleep_state ( bool enabled )
Set the sleeping state of the body, only affects character/rigid bodies.
- void set_transform ( Transform2D transform )
Change the transform matrix of the body.