-
Notifications
You must be signed in to change notification settings - Fork 0
class_rigidbody2d
####Inherits: PhysicsBody2D ####Category: Core
Rigid body 2D node.
- void _integrate_forces ( Physics2DDirectBodyState state ) virtual
- void set_mode ( int mode )
- int get_mode ( ) const
- void set_mass ( float mass )
- float get_mass ( ) const
- void set_weight ( float weight )
- float get_weight ( ) const
- void set_friction ( float friction )
- float get_friction ( ) const
- void set_bounce ( float bounce )
- float get_bounce ( ) const
- void set_gravity_scale ( float gravity_scale )
- float get_gravity_scale ( ) const
- void set_linear_damp ( float linear_damp )
- float get_linear_damp ( ) const
- void set_angular_damp ( float angular_damp )
- float get_angular_damp ( ) const
- void set_linear_velocity ( Vector2 linear_velocity )
- Vector2 get_linear_velocity ( ) const
- void set_angular_velocity ( float angular_velocity )
- float get_angular_velocity ( ) const
- void set_max_contacts_reported ( int amount )
- int get_max_contacts_reported ( ) const
- void set_use_custom_integrator ( bool enable )
- bool is_using_custom_integrator ( )
- void set_contact_monitor ( bool enabled )
- bool is_contact_monitor_enabled ( ) const
- void set_continuous_collision_detection_mode ( int mode )
- int get_continuous_collision_detection_mode ( ) const
- void set_axis_velocity ( Vector2 axis_velocity )
- void apply_impulse ( Vector2 pos, Vector2 impulse )
- void set_applied_force ( Vector2 force )
- Vector2 get_applied_force ( ) const
- void set_sleeping ( bool sleeping )
- bool is_sleeping ( ) const
- void set_can_sleep ( bool able_to_sleep )
- bool is_able_to_sleep ( ) const
- bool test_motion ( Vector2 motion, float margin=0.08, Physics2DTestMotionResult result=NULL )
- Array get_colliding_bodies ( ) const
- body_enter ( Object body )
- body_enter_shape ( int body_id, Object body, int body_shape, int local_shape )
- body_exit ( Object body )
- body_exit_shape ( int body_id, Object body, int body_shape, int local_shape )
- MODE_STATIC = 1 - Static mode (does not move, can't be moved).
- MODE_KINEMATIC = 3
- MODE_RIGID = 0 - Rigid body, can move and rotate.
- MODE_CHARACTER = 2 - Character body, can move but not rotate.
- CCD_MODE_DISABLED = 0
- CCD_MODE_CAST_RAY = 1
- CCD_MODE_CAST_SHAPE = 2
Rigid body 2D node. This node is used for placing rigid bodies in the scene. It can contain a number of shapes, and also shift state between regular Rigid Body to Character or even Static. Character mode forbids the node from being rotated. This node can have a custom force integrator function, for writing complex physics motion behavior per node.
As a warning, don't change this node position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop will yield strange behavior.
- void _integrate_forces ( Physics2DDirectBodyState state ) virtual
Override this function to use a custom force integrator. This allows to hook up to the physics processing and alter the simulation state for the object on every frame.
- void set_mode ( int mode )
Set the body mode, fromt he MODE_* enum. This allows to change to a static body or a character body.
- int get_mode ( ) const
Return the current body mode, see [set_mode].
- void set_mass ( float mass )
Set the body mass.
- float get_mass ( ) const
Return the body mass.
- void set_weight ( float weight )
Set the body mass given standard earth-weight (gravity 9.8). Not really useful for 2D since most measuers for this node are in pixels.
- float get_weight ( ) const
Return the body mass given standard earth-weight (gravity 9.8).
- void set_friction ( float friction )
Set the body friction, from 0 (friction less) to 1 (full friction).
- float get_friction ( ) const
Return the body friction.
- void set_bounce ( float bounce )
Set the body bounciness, from 0 (no bounce) to 1 (bounce).
- float get_bounce ( ) const
Return the body bouncyness.
- void set_linear_velocity ( Vector2 linear_velocity )
Set the body linear velocity. Can be used sporadically, but** DONT SET THIS IN EVERY FRAME **, because physics may be running in another thread and definitely runs at a different granularity. Use [_integrate_forces] as your process loop if you want to have precise control of the body state.
- Vector2 get_linear_velocity ( ) const
Return the body linear velocity. This changes by physics granularity. See [set_linear_velocity].
- void set_angular_velocity ( float angular_velocity )
Set the body angular velocity. Can be used sporadically, but** DONT SET THIS IN EVERY FRAME **, because physics may be running in another thread and definitely runs at a different granularity. Use [_integrate_forces] as your process loop if you want to have precise control of the body state.
- float get_angular_velocity ( ) const
Return the body angular velocity. This changes by physics granularity. See [set_angular_velocity].
- void set_max_contacts_reported ( int amount )
Set the maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0.
- int get_max_contacts_reported ( ) const
Return the maximum contacts that can be reported. See [set_max_contacts_reported].
- void set_use_custom_integrator ( bool enable )
Set to true if the body shall not do any internal force integration at all (like gravity or air friction). Only the [_integrate_forces] will be able to integrate them if overrided.
- bool is_using_custom_integrator ( )
Return true if the body is not doing any built-in force integration.
- void set_contact_monitor ( bool enabled )
Enable contact monitoring. (the signals to notify when a body entered/exited collision).
- bool is_contact_monitor_enabled ( ) const
Return wether contact monitoring is enabled.
- void set_axis_velocity ( Vector2 axis_velocity )
Set an axis velocity. The velocity in the given vector axis will be set as the given vector length. (This is useful for jumping behavior).
Apply a positioned impulse (which will be affected by the body mass and shape).
- void set_can_sleep ( bool able_to_sleep )
Set the body ability to fall asleep when not moving. This saves an enormous amount of processor time when there are plenty of rigid bodies (non static) in a scene.
- bool is_able_to_sleep ( ) const
Return true if the body has the ability to fall asleep when not moving. See [set_can_sleep].