godot/doc/classes/PhysicsDirectBodyState2D.xml
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsDirectBodyState2D" inherits="Object" version="4.0">
<brief_description>
Direct access object to a physics body in the [PhysicsServer2D].
</brief_description>
<description>
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 rigid/character bodies, and is intended for changing the direct state of that body. See [method RigidBody2D._integrate_forces].
</description>
<tutorials>
<link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
</tutorials>
<methods>
<method name="add_central_force">
<return type="void">
</return>
<argument index="0" name="force" type="Vector2">
</argument>
<description>
Adds a constant directional force without affecting rotation.
</description>
</method>
<method name="add_force">
<return type="void">
</return>
<argument index="0" name="force" type="Vector2">
</argument>
<argument index="1" name="position" type="Vector2" default="Vector2( 0, 0 )">
</argument>
<description>
Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
</description>
</method>
<method name="add_torque">
<return type="void">
</return>
<argument index="0" name="torque" type="float">
</argument>
<description>
Adds a constant rotational force.
</description>
</method>
<method name="apply_central_impulse">
<return type="void">
</return>
<argument index="0" name="impulse" type="Vector2">
</argument>
<description>
Applies a directional impulse without affecting rotation.
</description>
</method>
<method name="apply_impulse">
<return type="void">
</return>
<argument index="0" name="impulse" type="Vector2">
</argument>
<argument index="1" name="position" type="Vector2" default="Vector2( 0, 0 )">
</argument>
<description>
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.
</description>
</method>
<method name="apply_torque_impulse">
<return type="void">
</return>
<argument index="0" name="impulse" type="float">
</argument>
<description>
Applies a rotational impulse to the body.
</description>
</method>
<method name="get_contact_collider" qualifiers="const">
<return type="RID">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Returns the collider's [RID].
</description>
</method>
<method name="get_contact_collider_id" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Returns the collider's object id.
</description>
</method>
<method name="get_contact_collider_object" qualifiers="const">
<return type="Object">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Returns the collider object. This depends on how it was created (will return a scene node if such was used to create it).
</description>
</method>
<method name="get_contact_collider_position" qualifiers="const">
<return type="Vector2">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Returns the contact position in the collider.
</description>
</method>
<method name="get_contact_collider_shape" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Returns the collider's shape index.
</description>
</method>
<method name="get_contact_collider_shape_metadata" qualifiers="const">
<return type="Variant">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Returns the collided shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method PhysicsServer2D.shape_set_data].
</description>
</method>
<method name="get_contact_collider_velocity_at_position" qualifiers="const">
<return type="Vector2">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Returns the linear velocity vector at the collider's contact point.
</description>
</method>
<method name="get_contact_count" qualifiers="const">
<return type="int">
</return>
<description>
Returns the number of contacts this body has with other bodies.
[b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidBody2D.contact_monitor].
</description>
</method>
<method name="get_contact_local_normal" qualifiers="const">
<return type="Vector2">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Returns the local normal at the contact point.
</description>
</method>
<method name="get_contact_local_position" qualifiers="const">
<return type="Vector2">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Returns the local position of the contact point.
</description>
</method>
<method name="get_contact_local_shape" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Returns the local shape index of the collision.
</description>
</method>
<method name="get_space_state">
<return type="PhysicsDirectSpaceState2D">
</return>
<description>
Returns the current state of the space, useful for queries.
</description>
</method>
<method name="integrate_forces">
<return type="void">
</return>
<description>
Calls the built-in force integration code.
</description>
</method>
</methods>
<members>
<member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity">
The body's rotational velocity.
</member>
<member name="inverse_inertia" type="float" setter="" getter="get_inverse_inertia">
The inverse of the inertia of the body.
</member>
<member name="inverse_mass" type="float" setter="" getter="get_inverse_mass">
The inverse of the mass of the body.
</member>
<member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity">
The body's linear velocity.
</member>
<member name="sleeping" type="bool" setter="set_sleep_state" getter="is_sleeping">
If [code]true[/code], this body is currently sleeping (not active).
</member>
<member name="step" type="float" setter="" getter="get_step">
The timestep (delta) used for the simulation.
</member>
<member name="total_angular_damp" type="float" setter="" getter="get_total_angular_damp">
The rate at which the body stops rotating, if there are not any other forces moving it.
</member>
<member name="total_gravity" type="Vector2" setter="" getter="get_total_gravity">
The total gravity vector being currently applied to this body.
</member>
<member name="total_linear_damp" type="float" setter="" getter="get_total_linear_damp">
The rate at which the body stops moving, if there are not any other forces moving it.
</member>
<member name="transform" type="Transform2D" setter="set_transform" getter="get_transform">
The body's transformation matrix.
</member>
</members>
<constants>
</constants>
</class>