Physics2DDirectBodyState

Inherits: Object Physics2DServer.

Description

Physics2DServer, allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See RigidBody2D._integrate_forces.

Tutorials

  • Physics introduction
  • Ray-casting

    Properties

    Methods

    Property Descriptions

  • float angular_velocity radians per second.

  • float inverse_inertia The inverse of the inertia of the body.

  • float inverse_mass The inverse of the mass of the body.

  • Vector2 linear_velocity The body’s linear velocity in pixels per second.

  • bool sleeping true, this body is currently sleeping (not active).

  • float step The timestep (delta) used for the simulation.

  • float total_angular_damp The rate at which the body stops rotating, if there are not any other forces moving it.

  • Vector2 total_gravity The total gravity vector being currently applied to this body.

  • float total_linear_damp The rate at which the body stops moving, if there are not any other forces moving it.

  • Transform2D transform The body’s transformation matrix.

    Method Descriptions

  • add_central_force ( Vector2 force ) Adds a constant directional force without affecting rotation.

  • add_force ( Vector2 offset, Vector2 force ) Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.

  • add_torque ( float torque ) Adds a constant rotational force.

  • apply_central_impulse ( Vector2 impulse ) Applies a directional impulse without affecting rotation.

  • apply_impulse ( Vector2 offset, Vector2 impulse ) 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). The offset uses the rotation of the global coordinate system, but is centered at the object’s origin.

  • apply_torque_impulse ( float impulse ) Applies a rotational impulse to the body.

  • RID get_contact_collider ( int contact_idx ) const RID.

  • int get_contact_collider_id ( int contact_idx ) const Returns the collider’s object id.

  • Object get_contact_collider_object ( int contact_idx ) const Returns the collider object. This depends on how it was created (will return a scene node if such was used to create it).

  • Vector2 get_contact_collider_position ( int contact_idx ) const Returns the contact position in the collider.

  • int get_contact_collider_shape ( int contact_idx ) const Returns the collider’s shape index.

  • Variant get_contact_collider_shape_metadata ( int contact_idx ) const Object.get_meta, and is set with Physics2DServer.shape_set_data.

  • Vector2 get_contact_collider_velocity_at_position ( int contact_idx ) const Returns the linear velocity vector at the collider’s contact point.

  • int get_contact_count ( ) const 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.

  • Vector2 get_contact_local_normal ( int contact_idx ) const Returns the local normal at the contact point.

  • Vector2 get_contact_local_position ( int contact_idx ) const Returns the local position of the contact point.

  • int get_contact_local_shape ( int contact_idx ) const Returns the local shape index of the collision.

  • Physics2DDirectSpaceState get_space_state ( ) Returns the current state of the space, useful for queries.

  • Vector2 get_velocity_at_local_position ( Vector2 local_position ) const Returns the body’s velocity at the given relative position, including both translation and rotation.

  • integrate_forces ( ) Calls the built-in force integration code.