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310 lines
20 KiB
ReStructuredText
310 lines
20 KiB
ReStructuredText
.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
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.. DO NOT EDIT THIS FILE, but the Physics2DDirectBodyState.xml source instead.
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.. The source is found in doc/classes or modules/<name>/doc_classes.
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.. _class_Physics2DDirectBodyState:
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Physics2DDirectBodyState
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========================
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**Inherits:** :ref:`Object<class_Object>`
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**Inherited By:** :ref:`Physics2DDirectBodyStateSW<class_Physics2DDirectBodyStateSW>`
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**Category:** Core
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Brief Description
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-----------------
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Direct access object to a physics body in the :ref:`Physics2DServer<class_Physics2DServer>`.
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Properties
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----------
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+---------------------------------------+---------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`angular_velocity<class_Physics2DDirectBodyState_property_angular_velocity>` |
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+---------------------------------------+---------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`inverse_inertia<class_Physics2DDirectBodyState_property_inverse_inertia>` |
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+---------------------------------------+---------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`inverse_mass<class_Physics2DDirectBodyState_property_inverse_mass>` |
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+---------------------------------------+---------------------------------------------------------------------------------------+
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| :ref:`Vector2<class_Vector2>` | :ref:`linear_velocity<class_Physics2DDirectBodyState_property_linear_velocity>` |
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+---------------------------------------+---------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`sleeping<class_Physics2DDirectBodyState_property_sleeping>` |
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+---------------------------------------+---------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`step<class_Physics2DDirectBodyState_property_step>` |
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+---------------------------------------+---------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`total_angular_damp<class_Physics2DDirectBodyState_property_total_angular_damp>` |
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+---------------------------------------+---------------------------------------------------------------------------------------+
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| :ref:`Vector2<class_Vector2>` | :ref:`total_gravity<class_Physics2DDirectBodyState_property_total_gravity>` |
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+---------------------------------------+---------------------------------------------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`total_linear_damp<class_Physics2DDirectBodyState_property_total_linear_damp>` |
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+---------------------------------------+---------------------------------------------------------------------------------------+
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| :ref:`Transform2D<class_Transform2D>` | :ref:`transform<class_Physics2DDirectBodyState_property_transform>` |
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+---------------------------------------+---------------------------------------------------------------------------------------+
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Methods
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-------
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+-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`add_central_force<class_Physics2DDirectBodyState_method_add_central_force>` **(** :ref:`Vector2<class_Vector2>` force **)** |
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+-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`add_force<class_Physics2DDirectBodyState_method_add_force>` **(** :ref:`Vector2<class_Vector2>` offset, :ref:`Vector2<class_Vector2>` force **)** |
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+-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`add_torque<class_Physics2DDirectBodyState_method_add_torque>` **(** :ref:`float<class_float>` torque **)** |
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+-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`apply_central_impulse<class_Physics2DDirectBodyState_method_apply_central_impulse>` **(** :ref:`Vector2<class_Vector2>` impulse **)** |
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+-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`apply_impulse<class_Physics2DDirectBodyState_method_apply_impulse>` **(** :ref:`Vector2<class_Vector2>` offset, :ref:`Vector2<class_Vector2>` impulse **)** |
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+-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`apply_torque_impulse<class_Physics2DDirectBodyState_method_apply_torque_impulse>` **(** :ref:`float<class_float>` impulse **)** |
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+-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`RID<class_RID>` | :ref:`get_contact_collider<class_Physics2DDirectBodyState_method_get_contact_collider>` **(** :ref:`int<class_int>` contact_idx **)** const |
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+-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`get_contact_collider_id<class_Physics2DDirectBodyState_method_get_contact_collider_id>` **(** :ref:`int<class_int>` contact_idx **)** const |
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+-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Object<class_Object>` | :ref:`get_contact_collider_object<class_Physics2DDirectBodyState_method_get_contact_collider_object>` **(** :ref:`int<class_int>` contact_idx **)** const |
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+-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Vector2<class_Vector2>` | :ref:`get_contact_collider_position<class_Physics2DDirectBodyState_method_get_contact_collider_position>` **(** :ref:`int<class_int>` contact_idx **)** const |
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+-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`get_contact_collider_shape<class_Physics2DDirectBodyState_method_get_contact_collider_shape>` **(** :ref:`int<class_int>` contact_idx **)** const |
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+-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Variant<class_Variant>` | :ref:`get_contact_collider_shape_metadata<class_Physics2DDirectBodyState_method_get_contact_collider_shape_metadata>` **(** :ref:`int<class_int>` contact_idx **)** const |
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+-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Vector2<class_Vector2>` | :ref:`get_contact_collider_velocity_at_position<class_Physics2DDirectBodyState_method_get_contact_collider_velocity_at_position>` **(** :ref:`int<class_int>` contact_idx **)** const |
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+-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`get_contact_count<class_Physics2DDirectBodyState_method_get_contact_count>` **(** **)** const |
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+-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Vector2<class_Vector2>` | :ref:`get_contact_local_normal<class_Physics2DDirectBodyState_method_get_contact_local_normal>` **(** :ref:`int<class_int>` contact_idx **)** const |
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+-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Vector2<class_Vector2>` | :ref:`get_contact_local_position<class_Physics2DDirectBodyState_method_get_contact_local_position>` **(** :ref:`int<class_int>` contact_idx **)** const |
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+-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`get_contact_local_shape<class_Physics2DDirectBodyState_method_get_contact_local_shape>` **(** :ref:`int<class_int>` contact_idx **)** const |
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+-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Physics2DDirectSpaceState<class_Physics2DDirectSpaceState>` | :ref:`get_space_state<class_Physics2DDirectBodyState_method_get_space_state>` **(** **)** |
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+-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`integrate_forces<class_Physics2DDirectBodyState_method_integrate_forces>` **(** **)** |
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+-------------------------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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Description
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-----------
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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.
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Property Descriptions
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---------------------
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.. _class_Physics2DDirectBodyState_property_angular_velocity:
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- :ref:`float<class_float>` **angular_velocity**
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+----------+-----------------------------+
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| *Setter* | set_angular_velocity(value) |
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+----------+-----------------------------+
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| *Getter* | get_angular_velocity() |
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+----------+-----------------------------+
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The angular velocity of the body.
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.. _class_Physics2DDirectBodyState_property_inverse_inertia:
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- :ref:`float<class_float>` **inverse_inertia**
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+----------+-----------------------+
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| *Getter* | get_inverse_inertia() |
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+----------+-----------------------+
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The inverse of the inertia of the body.
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.. _class_Physics2DDirectBodyState_property_inverse_mass:
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- :ref:`float<class_float>` **inverse_mass**
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+----------+--------------------+
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| *Getter* | get_inverse_mass() |
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+----------+--------------------+
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The inverse of the mass of the body.
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.. _class_Physics2DDirectBodyState_property_linear_velocity:
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- :ref:`Vector2<class_Vector2>` **linear_velocity**
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+----------+----------------------------+
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| *Setter* | set_linear_velocity(value) |
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+----------+----------------------------+
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| *Getter* | get_linear_velocity() |
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+----------+----------------------------+
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The linear velocity of the body.
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.. _class_Physics2DDirectBodyState_property_sleeping:
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- :ref:`bool<class_bool>` **sleeping**
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+----------+------------------------+
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| *Setter* | set_sleep_state(value) |
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+----------+------------------------+
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| *Getter* | is_sleeping() |
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+----------+------------------------+
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``true`` if this body is currently sleeping (not active).
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.. _class_Physics2DDirectBodyState_property_step:
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- :ref:`float<class_float>` **step**
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+----------+------------+
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| *Getter* | get_step() |
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+----------+------------+
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The timestep (delta) used for the simulation.
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.. _class_Physics2DDirectBodyState_property_total_angular_damp:
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- :ref:`float<class_float>` **total_angular_damp**
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+----------+--------------------------+
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| *Getter* | get_total_angular_damp() |
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+----------+--------------------------+
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The rate at which the body stops rotating, if there are not any other forces moving it.
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.. _class_Physics2DDirectBodyState_property_total_gravity:
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- :ref:`Vector2<class_Vector2>` **total_gravity**
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+----------+---------------------+
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| *Getter* | get_total_gravity() |
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+----------+---------------------+
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The total gravity vector being currently applied to this body.
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.. _class_Physics2DDirectBodyState_property_total_linear_damp:
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- :ref:`float<class_float>` **total_linear_damp**
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+----------+-------------------------+
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| *Getter* | get_total_linear_damp() |
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+----------+-------------------------+
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The rate at which the body stops moving, if there are not any other forces moving it.
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.. _class_Physics2DDirectBodyState_property_transform:
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- :ref:`Transform2D<class_Transform2D>` **transform**
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+----------+----------------------+
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| *Setter* | set_transform(value) |
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+----------+----------------------+
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| *Getter* | get_transform() |
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+----------+----------------------+
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The transformation matrix of the body.
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Method Descriptions
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-------------------
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.. _class_Physics2DDirectBodyState_method_add_central_force:
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- void **add_central_force** **(** :ref:`Vector2<class_Vector2>` force **)**
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.. _class_Physics2DDirectBodyState_method_add_force:
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- void **add_force** **(** :ref:`Vector2<class_Vector2>` offset, :ref:`Vector2<class_Vector2>` force **)**
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.. _class_Physics2DDirectBodyState_method_add_torque:
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- void **add_torque** **(** :ref:`float<class_float>` torque **)**
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.. _class_Physics2DDirectBodyState_method_apply_central_impulse:
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- void **apply_central_impulse** **(** :ref:`Vector2<class_Vector2>` impulse **)**
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.. _class_Physics2DDirectBodyState_method_apply_impulse:
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- void **apply_impulse** **(** :ref:`Vector2<class_Vector2>` offset, :ref:`Vector2<class_Vector2>` impulse **)**
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.. _class_Physics2DDirectBodyState_method_apply_torque_impulse:
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- void **apply_torque_impulse** **(** :ref:`float<class_float>` impulse **)**
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.. _class_Physics2DDirectBodyState_method_get_contact_collider:
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- :ref:`RID<class_RID>` **get_contact_collider** **(** :ref:`int<class_int>` contact_idx **)** const
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Return the :ref:`RID<class_RID>` of the collider.
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.. _class_Physics2DDirectBodyState_method_get_contact_collider_id:
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- :ref:`int<class_int>` **get_contact_collider_id** **(** :ref:`int<class_int>` contact_idx **)** const
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Return the object id of the collider.
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.. _class_Physics2DDirectBodyState_method_get_contact_collider_object:
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- :ref:`Object<class_Object>` **get_contact_collider_object** **(** :ref:`int<class_int>` contact_idx **)** const
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Return the collider object, this depends on how it was created (will return a scene node if such was used to create it).
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.. _class_Physics2DDirectBodyState_method_get_contact_collider_position:
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- :ref:`Vector2<class_Vector2>` **get_contact_collider_position** **(** :ref:`int<class_int>` contact_idx **)** const
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Return the contact position in the collider.
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.. _class_Physics2DDirectBodyState_method_get_contact_collider_shape:
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- :ref:`int<class_int>` **get_contact_collider_shape** **(** :ref:`int<class_int>` contact_idx **)** const
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Return the collider shape index.
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.. _class_Physics2DDirectBodyState_method_get_contact_collider_shape_metadata:
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- :ref:`Variant<class_Variant>` **get_contact_collider_shape_metadata** **(** :ref:`int<class_int>` contact_idx **)** const
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Return the metadata of the collided shape. This metadata is different from :ref:`Object.get_meta<class_Object_method_get_meta>`, and is set with :ref:`Physics2DServer.shape_set_data<class_Physics2DServer_method_shape_set_data>`.
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.. _class_Physics2DDirectBodyState_method_get_contact_collider_velocity_at_position:
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- :ref:`Vector2<class_Vector2>` **get_contact_collider_velocity_at_position** **(** :ref:`int<class_int>` contact_idx **)** const
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Return the linear velocity vector at contact point of the collider.
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.. _class_Physics2DDirectBodyState_method_get_contact_count:
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- :ref:`int<class_int>` **get_contact_count** **(** **)** const
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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.
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.. _class_Physics2DDirectBodyState_method_get_contact_local_normal:
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- :ref:`Vector2<class_Vector2>` **get_contact_local_normal** **(** :ref:`int<class_int>` contact_idx **)** const
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Return the local normal (of this body) of the contact point.
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.. _class_Physics2DDirectBodyState_method_get_contact_local_position:
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- :ref:`Vector2<class_Vector2>` **get_contact_local_position** **(** :ref:`int<class_int>` contact_idx **)** const
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Return the local position (of this body) of the contact point.
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.. _class_Physics2DDirectBodyState_method_get_contact_local_shape:
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- :ref:`int<class_int>` **get_contact_local_shape** **(** :ref:`int<class_int>` contact_idx **)** const
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Return the local shape index of the collision.
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.. _class_Physics2DDirectBodyState_method_get_space_state:
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- :ref:`Physics2DDirectSpaceState<class_Physics2DDirectSpaceState>` **get_space_state** **(** **)**
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Return the current state of space, useful for queries.
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.. _class_Physics2DDirectBodyState_method_integrate_forces:
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- void **integrate_forces** **(** **)**
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Call the built-in force integration code.
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