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godot-docs/classes/class_physics2ddirectbodystate.rst
2016-08-10 21:33:38 +02:00

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.. 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<class_object>`
**Inherited By:** :ref:`Physics2DDirectBodyStateSW<class_physics2ddirectbodystatesw>`
**Category:** Core
Brief Description
-----------------
Direct access object to a physics body in the :ref:`Physics2DServer<class_physics2dserver>`.
Member Functions
----------------
+--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`get_angular_velocity<class_Physics2DDirectBodyState_get_angular_velocity>` **(** **)** const |
+--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`RID<class_rid>` | :ref:`get_contact_collider<class_Physics2DDirectBodyState_get_contact_collider>` **(** :ref:`int<class_int>` contact_idx **)** const |
+--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_contact_collider_id<class_Physics2DDirectBodyState_get_contact_collider_id>` **(** :ref:`int<class_int>` contact_idx **)** const |
+--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Object<class_object>` | :ref:`get_contact_collider_object<class_Physics2DDirectBodyState_get_contact_collider_object>` **(** :ref:`int<class_int>` contact_idx **)** const |
+--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector2<class_vector2>` | :ref:`get_contact_collider_pos<class_Physics2DDirectBodyState_get_contact_collider_pos>` **(** :ref:`int<class_int>` contact_idx **)** const |
+--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_contact_collider_shape<class_Physics2DDirectBodyState_get_contact_collider_shape>` **(** :ref:`int<class_int>` contact_idx **)** const |
+--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Variant<class_variant>` | :ref:`get_contact_collider_shape_metadata<class_Physics2DDirectBodyState_get_contact_collider_shape_metadata>` **(** :ref:`int<class_int>` contact_idx **)** const |
+--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector2<class_vector2>` | :ref:`get_contact_collider_velocity_at_pos<class_Physics2DDirectBodyState_get_contact_collider_velocity_at_pos>` **(** :ref:`int<class_int>` contact_idx **)** const |
+--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_contact_count<class_Physics2DDirectBodyState_get_contact_count>` **(** **)** const |
+--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector2<class_vector2>` | :ref:`get_contact_local_normal<class_Physics2DDirectBodyState_get_contact_local_normal>` **(** :ref:`int<class_int>` contact_idx **)** const |
+--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector2<class_vector2>` | :ref:`get_contact_local_pos<class_Physics2DDirectBodyState_get_contact_local_pos>` **(** :ref:`int<class_int>` contact_idx **)** const |
+--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_contact_local_shape<class_Physics2DDirectBodyState_get_contact_local_shape>` **(** :ref:`int<class_int>` contact_idx **)** const |
+--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`get_inverse_inertia<class_Physics2DDirectBodyState_get_inverse_inertia>` **(** **)** const |
+--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`get_inverse_mass<class_Physics2DDirectBodyState_get_inverse_mass>` **(** **)** const |
+--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector2<class_vector2>` | :ref:`get_linear_velocity<class_Physics2DDirectBodyState_get_linear_velocity>` **(** **)** const |
+--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Physics2DDirectSpaceState<class_physics2ddirectspacestate>` | :ref:`get_space_state<class_Physics2DDirectBodyState_get_space_state>` **(** **)** |
+--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`get_step<class_Physics2DDirectBodyState_get_step>` **(** **)** const |
+--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`get_total_angular_damp<class_Physics2DDirectBodyState_get_total_angular_damp>` **(** **)** const |
+--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector2<class_vector2>` | :ref:`get_total_gravity<class_Physics2DDirectBodyState_get_total_gravity>` **(** **)** const |
+--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`get_total_linear_damp<class_Physics2DDirectBodyState_get_total_linear_damp>` **(** **)** const |
+--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Matrix32<class_matrix32>` | :ref:`get_transform<class_Physics2DDirectBodyState_get_transform>` **(** **)** const |
+--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`integrate_forces<class_Physics2DDirectBodyState_integrate_forces>` **(** **)** |
+--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`is_sleeping<class_Physics2DDirectBodyState_is_sleeping>` **(** **)** const |
+--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_angular_velocity<class_Physics2DDirectBodyState_set_angular_velocity>` **(** :ref:`float<class_float>` velocity **)** |
+--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_linear_velocity<class_Physics2DDirectBodyState_set_linear_velocity>` **(** :ref:`Vector2<class_vector2>` velocity **)** |
+--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_sleep_state<class_Physics2DDirectBodyState_set_sleep_state>` **(** :ref:`bool<class_bool>` enabled **)** |
+--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_transform<class_Physics2DDirectBodyState_set_transform>` **(** :ref:`Matrix32<class_matrix32>` transform **)** |
+--------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
Description
-----------
Direct access object to a physics body in the :ref:`Physics2DServer<class_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<class_float>` **get_angular_velocity** **(** **)** const
Return the angular velocity of the body.
.. _class_Physics2DDirectBodyState_get_contact_collider:
- :ref:`RID<class_rid>` **get_contact_collider** **(** :ref:`int<class_int>` contact_idx **)** const
Return the :ref:`RID<class_rid>` of the collider.
.. _class_Physics2DDirectBodyState_get_contact_collider_id:
- :ref:`int<class_int>` **get_contact_collider_id** **(** :ref:`int<class_int>` contact_idx **)** const
Return the object id of the collider.
.. _class_Physics2DDirectBodyState_get_contact_collider_object:
- :ref:`Object<class_object>` **get_contact_collider_object** **(** :ref:`int<class_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<class_vector2>` **get_contact_collider_pos** **(** :ref:`int<class_int>` contact_idx **)** const
Return the contact position in the collider.
.. _class_Physics2DDirectBodyState_get_contact_collider_shape:
- :ref:`int<class_int>` **get_contact_collider_shape** **(** :ref:`int<class_int>` contact_idx **)** const
Return the collider shape index.
.. _class_Physics2DDirectBodyState_get_contact_collider_shape_metadata:
- :ref:`Variant<class_variant>` **get_contact_collider_shape_metadata** **(** :ref:`int<class_int>` contact_idx **)** const
Return the metadata of the collided shape. This metadata is different from :ref:`Object.get_meta<class_Object_get_meta>`, and is set with :ref:`Physics2DServer.shape_set_data<class_Physics2DServer_shape_set_data>`.
.. _class_Physics2DDirectBodyState_get_contact_collider_velocity_at_pos:
- :ref:`Vector2<class_vector2>` **get_contact_collider_velocity_at_pos** **(** :ref:`int<class_int>` contact_idx **)** const
Return the linear velocity vector at contact point of the collider.
.. _class_Physics2DDirectBodyState_get_contact_count:
- :ref:`int<class_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<class_vector2>` **get_contact_local_normal** **(** :ref:`int<class_int>` contact_idx **)** const
Return the local normal (of this body) of the contact point.
.. _class_Physics2DDirectBodyState_get_contact_local_pos:
- :ref:`Vector2<class_vector2>` **get_contact_local_pos** **(** :ref:`int<class_int>` contact_idx **)** const
Return the local position (of this body) of the contact point.
.. _class_Physics2DDirectBodyState_get_contact_local_shape:
- :ref:`int<class_int>` **get_contact_local_shape** **(** :ref:`int<class_int>` contact_idx **)** const
Return the local shape index of the collision.
.. _class_Physics2DDirectBodyState_get_inverse_inertia:
- :ref:`float<class_float>` **get_inverse_inertia** **(** **)** const
Return the inverse of the inertia of the body.
.. _class_Physics2DDirectBodyState_get_inverse_mass:
- :ref:`float<class_float>` **get_inverse_mass** **(** **)** const
Return the inverse of the mass of the body.
.. _class_Physics2DDirectBodyState_get_linear_velocity:
- :ref:`Vector2<class_vector2>` **get_linear_velocity** **(** **)** const
Return the current linear velocity of the body.
.. _class_Physics2DDirectBodyState_get_space_state:
- :ref:`Physics2DDirectSpaceState<class_physics2ddirectspacestate>` **get_space_state** **(** **)**
Return the current state of space, useful for queries.
.. _class_Physics2DDirectBodyState_get_step:
- :ref:`float<class_float>` **get_step** **(** **)** const
Return the timestep (delta) used for the simulation.
.. _class_Physics2DDirectBodyState_get_total_angular_damp:
- :ref:`float<class_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<class_vector2>` **get_total_gravity** **(** **)** const
Return the total gravity vector being currently applied to this body.
.. _class_Physics2DDirectBodyState_get_total_linear_damp:
- :ref:`float<class_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:`Matrix32<class_matrix32>` **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<class_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<class_float>` velocity **)**
Change the angular velocity of the body.
.. _class_Physics2DDirectBodyState_set_linear_velocity:
- void **set_linear_velocity** **(** :ref:`Vector2<class_vector2>` velocity **)**
Change the linear velocity of the body.
.. _class_Physics2DDirectBodyState_set_sleep_state:
- void **set_sleep_state** **(** :ref:`bool<class_bool>` enabled **)**
Set the sleeping state of the body, only affects character/rigid bodies.
.. _class_Physics2DDirectBodyState_set_transform:
- void **set_transform** **(** :ref:`Matrix32<class_matrix32>` transform **)**
Change the transform matrix of the body.