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class_physics2ddirectbodystate
reduz edited this page Feb 23, 2014
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Inherits: Object\n\n
Direct access object to a physics body in the physics2dserver.
- Vector2 get_total_gravity ( ) const
- real get_total_density ( ) const
- real get_inverse_mass ( ) const
- real get_inverse_inertia ( ) const
- void set_linear_velocity ( Vector2 velocity )
- Vector2 get_linear_velocity ( ) const
- void set_angular_velocity ( real velocity )
- real get_angular_velocity ( ) const
- void set_transform ( Matrix32 transform )
- Matrix32 get_transform ( ) const
- void set_sleep_state ( bool enabled )
- bool is_sleeping ( ) const
- int get_contact_count ( ) const
- Vector2 get_contact_local_pos ( int contact_idx ) const
- Vector2 get_contact_local_normal ( int contact_idx ) const
- int get_contact_local_shape ( int contact_idx ) const
- RID get_contact_collider ( int contact_idx ) const
- Vector2 get_contact_collider_pos ( int contact_idx ) const
- int get_contact_collider_id ( int contact_idx ) const
- Object get_contact_collider_object ( int contact_idx ) const
- int get_contact_collider_shape ( int contact_idx ) const
- Vector2 get_contact_collider_velocity_at_pos ( int contact_idx ) const
- real get_step ( ) const
- void integrate_forces ( )
- Physics2DDirectSpaceState get_space_state ( )
Direct access object to a physics body in the 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.
- Vector2 get_total_gravity ( ) const \ Return the total gravity vector being currently applied to this body.
- real get_total_density ( ) const \ Return the space density currently being applied to this body.
- real get_inverse_mass ( ) const \ Return the inverse of the mass of the body.
- real get_inverse_inertia ( ) const \ Return the inverse of the inertia of the body.
- void set_linear_velocity ( Vector2 velocity ) \ Change the linear velocity of the body.
- Vector2 get_linear_velocity ( ) const \ Return the current linear velocity of the body.
- void set_angular_velocity ( real velocity ) \ Change the angular velocity of the body.
- real get_angular_velocity ( ) const \ Return the angular velocity of the body.
- void set_transform ( Matrix32 transform ) \ Change the transform matrix of the body.
- Matrix32 get_transform ( ) const \ Return the transform matrix of the body.
- void set_sleep_state ( bool enabled ) \ Set the sleeping state of the body, only affects character/rigid bodies.
- bool is_sleeping ( ) const \ Return true if this body is currently sleeping (not active).
- 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.
- Vector2 get_contact_local_pos ( int contact_idx ) const \ Return the local position (of this body) of the contact point.
- int get_contact_local_shape ( int contact_idx ) const \ Return the local shape index of the collision.
- RID get_contact_collider ( int contact_idx ) const \ Return the RID of the collider.
- Vector2 get_contact_collider_pos ( int contact_idx ) const \ Return the contact position in the collider.
- int get_contact_collider_id ( int contact_idx ) const \ Return the object id of the collider.
- Object get_contact_collider_object ( 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).
- int get_contact_collider_shape ( int contact_idx ) const \ Return the collider shape index.
- Vector2 get_contact_collider_velocity_at_pos ( int contact_idx ) const \ Return the linear velocity vector at contact point of the collider.
- void integrate_forces ( ) \ Call the built-in force integration code.
- Physics2DDirectSpaceState get_space_state ( ) \ Return the current state of space, useful for queries.