Inheritance #
- AudioServer
- CameraServer
- ClassDB
- DisplayServer
- EditorFileSystemDirectory
- EditorInterface
- EditorPaths
- EditorSelection
- EditorUndoRedoManager
- EditorVCSInterface
- Engine
- EngineDebugger
- FramebufferCacheRD
- GDExtensionManager
- Geometry2D
- Geometry3D
- IP
- Input
- InputMap
- JNISingleton
- JSONRPC
- JavaClassWrapper
- JavaScriptBridge
- MainLoop (1)
- Marshalls
- MovieWriter
- NativeMenu
- NavigationMeshGenerator
- NavigationServer2D
- NavigationServer3D
- Node (21)
- OS
- OpenXRExtensionWrapperExtension
- OpenXRInteractionProfileMetadata
- Performance
- PhysicsDirectBodyState2D (1)
- PhysicsDirectBodyState3D (1)
- PhysicsDirectSpaceState2D (1)
- PhysicsDirectSpaceState3D (1)
- PhysicsServer2D (1)
- PhysicsServer2DManager
- PhysicsServer3D (1)
- PhysicsServer3DManager
- PhysicsServer3DRendering
ServerHandler
- ProjectSettings
- RefCounted (121)
- RenderData (2)
- RenderSceneData (2)
- RenderingDevice
- RenderingServer
- ResourceLoader
- ResourceSaver
- ResourceUID
- ScriptLanguage (1)
- ShaderIncludeDB
- TextServerManager
- ThemeDB
- TileData
- Time
- TranslationServer
- TreeItem
- UndoRedo
- UniformSetCacheRD
- WorkerThreadPool
- XRServer
- XRVRS
Table of contents
-
var angular_velocity: float -
var center_of_mass: Vector2 -
var center_of_mass_local: Vector2 -
var inverse_inertia: float -
var inverse_mass: float -
var linear_velocity: Vector2 -
var sleeping: bool -
var step: float -
var total_angular_damp: float -
var total_gravity: Vector2 -
var total_linear_damp: float -
var transform: Transform2D -
func add_constant_central_force(force: Vector2 = Vector2(0, 0)) -> void -
func add_constant_force(position: Vector2 = Vector2(0, 0)) -> void -
func add_constant_torque(torque: float) -> void -
func apply_central_force(force: Vector2 = Vector2(0, 0)) -> void -
func apply_central_impulse(impulse: Vector2) -> void -
func apply_force(position: Vector2 = Vector2(0, 0)) -> void -
func apply_impulse(position: Vector2 = Vector2(0, 0)) -> void -
func apply_torque(torque: float) -> void -
func apply_torque_impulse(impulse: float) -> void -
const func get_constant_force() -> Vector2 -
const func get_constant_torque() -> float -
const func get_contact_collider(contact_idx: int) -> RID -
const func get_contact_collider_id(contact_idx: int) -> int -
const func get_contact_collider_object(contact_idx: int) -> Object -
const func get_contact_collider_position(contact_idx: int) -> Vector2 -
const func get_contact_collider_shape(contact_idx: int) -> int -
const func get_contact_collider_velocity_at_position(contact_idx: int) -> Vector2 -
const func get_contact_count() -> int -
const func get_contact_impulse(contact_idx: int) -> Vector2 -
const func get_contact_local_normal(contact_idx: int) -> Vector2 -
const func get_contact_local_position(contact_idx: int) -> Vector2 -
const func get_contact_local_shape(contact_idx: int) -> int -
const func get_contact_local_velocity_at_position(contact_idx: int) -> Vector2 -
func get_space_state() -> PhysicsDirectSpaceState2D -
const func get_velocity_at_local_position(local_position: Vector2) -> Vector2 -
func integrate_forces() -> void -
func set_constant_force(force: Vector2) -> void -
func set_constant_torque(torque: float) -> void
PhysicsDirectBodyState2D #
Provides direct access to a physics body in the PhysicsServer2D.
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.
Members #
var angular_velocity: float#
The body's rotational velocity in radians per second.
var center_of_mass: Vector2#
The body's center of mass position relative to the body's center in the global coordinate system.
var center_of_mass_local: Vector2#
The body's center of mass position in the body's local coordinate system.
var inverse_inertia: float#
The inverse of the inertia of the body.
var inverse_mass: float#
The inverse of the mass of the body.
var linear_velocity: Vector2#
The body's linear velocity in pixels per second.
var sleeping: bool#
If true, this body is currently sleeping (not active).
var step: float#
The timestep (delta) used for the simulation.
var total_angular_damp: float#
The rate at which the body stops rotating, if there are not any other forces moving it.
var total_gravity: Vector2#
The total gravity vector being currently applied to this body.
var total_linear_damp: float#
The rate at which the body stops moving, if there are not any other forces moving it.
var transform: Transform2D#
The body's transformation matrix.
Methods #
func add_constant_central_force(force: Vector2 = Vector2(0, 0)) -> void#
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.
func add_constant_force(position: Vector2 = Vector2(0, 0)) -> void#
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.
func add_constant_torque(torque: float) -> void#
Adds a constant rotational force without affecting position that keeps being applied over time until cleared with constant_torque = 0.
func apply_central_force(force: Vector2 = Vector2(0, 0)) -> void#
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.
func apply_central_impulse(impulse: Vector2) -> void#
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.
func apply_force(position: Vector2 = Vector2(0, 0)) -> void#
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.
func apply_impulse(position: Vector2 = Vector2(0, 0)) -> void#
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.
func apply_torque(torque: float) -> void#
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.
func apply_torque_impulse(impulse: float) -> void#
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.
const func get_constant_force() -> Vector2#
Returns the body's total constant positional forces applied during each physics update.
const func get_constant_torque() -> float#
Returns the body's total constant rotational forces applied during each physics update.
See add_constant_torque.
const func get_contact_collider_id(contact_idx: int) -> int#
Returns the collider's object id.
const func get_contact_collider_object(contact_idx: int) -> Object#
Returns the collider object. This depends on how it was created (will return a scene node if such was used to create it).
const func get_contact_collider_position(contact_idx: int) -> Vector2#
Returns the position of the contact point on the collider in the global coordinate system.
const func get_contact_collider_shape(contact_idx: int) -> int#
Returns the collider's shape index.
const func get_contact_collider_velocity_at_position(contact_idx: int) -> Vector2#
Returns the velocity vector at the collider's contact point.
const func get_contact_count() -> int#
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.
const func get_contact_impulse(contact_idx: int) -> Vector2#
Returns the impulse created by the contact.
const func get_contact_local_normal(contact_idx: int) -> Vector2#
Returns the local normal at the contact point.
const func get_contact_local_position(contact_idx: int) -> Vector2#
Returns the position of the contact point on the body in the global coordinate system.
const func get_contact_local_shape(contact_idx: int) -> int#
Returns the local shape index of the collision.
const func get_contact_local_velocity_at_position(contact_idx: int) -> Vector2#
Returns the velocity vector at the body's contact point.
func get_space_state() -> PhysicsDirectSpaceState2D#
Returns the current state of the space, useful for queries.
const func get_velocity_at_local_position(local_position: Vector2) -> Vector2#
Returns the body's velocity at the given relative position, including both translation and rotation.
func integrate_forces() -> void#
Updates the body's linear and angular velocity by applying gravity and damping for the equivalent of one physics tick.
func set_constant_force(force: Vector2) -> void#
Sets the body's total constant positional forces applied during each physics update.
func set_constant_torque(torque: float) -> void#
Sets the body's total constant rotational forces applied during each physics update.
See add_constant_torque.