Files
godot-docs/classes/class_physics2ddirectbodystate.rst

183 lines
12 KiB
ReStructuredText

.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the Physics2DDirectBodyState.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
.. _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:`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_position<class_Physics2DDirectBodyState_get_contact_collider_position>` **(** :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_position<class_Physics2DDirectBodyState_get_contact_collider_velocity_at_position>` **(** :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_position<class_Physics2DDirectBodyState_get_contact_local_position>` **(** :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:`Physics2DDirectSpaceState<class_physics2ddirectspacestate>` | :ref:`get_space_state<class_Physics2DDirectBodyState_get_space_state>` **(** **)** |
+--------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`integrate_forces<class_Physics2DDirectBodyState_integrate_forces>` **(** **)** |
+--------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
Member Variables
----------------
.. _class_Physics2DDirectBodyState_angular_velocity:
- :ref:`float<class_float>` **angular_velocity** - The angular velocity of the body.
.. _class_Physics2DDirectBodyState_inverse_inertia:
- :ref:`float<class_float>` **inverse_inertia** - The inverse of the inertia of the body.
.. _class_Physics2DDirectBodyState_inverse_mass:
- :ref:`float<class_float>` **inverse_mass** - The inverse of the mass of the body.
.. _class_Physics2DDirectBodyState_linear_velocity:
- :ref:`Vector2<class_vector2>` **linear_velocity** - The linear velocity of the body.
.. _class_Physics2DDirectBodyState_sleeping:
- :ref:`bool<class_bool>` **sleeping** - ``true`` if this body is currently sleeping (not active).
.. _class_Physics2DDirectBodyState_step:
- :ref:`float<class_float>` **step** - The timestep (delta) used for the simulation.
.. _class_Physics2DDirectBodyState_total_angular_damp:
- :ref:`float<class_float>` **total_angular_damp** - The rate at which the body stops rotating, if there are not any other forces moving it.
.. _class_Physics2DDirectBodyState_total_gravity:
- :ref:`Vector2<class_vector2>` **total_gravity** - The total gravity vector being currently applied to this body.
.. _class_Physics2DDirectBodyState_total_linear_damp:
- :ref:`float<class_float>` **total_linear_damp** - The rate at which the body stops moving, if there are not any other forces moving it.
.. _class_Physics2DDirectBodyState_transform:
- :ref:`Transform2D<class_transform2d>` **transform** - The transformation matrix of the body.
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_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_position:
- :ref:`Vector2<class_vector2>` **get_contact_collider_position** **(** :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_position:
- :ref:`Vector2<class_vector2>` **get_contact_collider_velocity_at_position** **(** :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_position:
- :ref:`Vector2<class_vector2>` **get_contact_local_position** **(** :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_space_state:
- :ref:`Physics2DDirectSpaceState<class_physics2ddirectspacestate>` **get_space_state** **(** **)**
Return the current state of space, useful for queries.
.. _class_Physics2DDirectBodyState_integrate_forces:
- void **integrate_forces** **(** **)**
Call the built-in force integration code.