Struct Physics2DDirectBodyState

Direct access object to a physics body in the Physics2DServer.

struct Physics2DDirectBodyState ;

Provides direct access to a physics body in the 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.integrateForces.

Properties

NameTypeDescription
angularVelocity[get, set] doubleThe body's rotational velocity.
inverseInertia[get] doubleThe inverse of the inertia of the body.
inverseMass[get] doubleThe inverse of the mass of the body.
linearVelocity[get, set] Vector2The body's linear velocity.
sleeping[get, set] boolIf true, this body is currently sleeping (not active).
step[get] doubleThe timestep (delta) used for the simulation.
totalAngularDamp[get] doubleThe rate at which the body stops rotating, if there are not any other forces moving it.
totalGravity[get] Vector2The total gravity vector being currently applied to this body.
totalLinearDamp[get] doubleThe rate at which the body stops moving, if there are not any other forces moving it.
transform[get, set] Transform2DThe body's transformation matrix.

Methods

NameDescription
addCentralForce Adds a constant directional force without affecting rotation.
addForce Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
addTorque Adds a constant rotational force.
applyCentralImpulse Applies a directional impulse without affecting rotation.
applyImpulse 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.
applyTorqueImpulse Applies a rotational impulse to the body.
getAngularVelocity
getContactCollider Returns the collider's RID.
getContactColliderId Returns the collider's object id.
getContactColliderObject Returns the collider object. This depends on how it was created (will return a scene node if such was used to create it).
getContactColliderPosition Returns the contact position in the collider.
getContactColliderShape Returns the collider's shape index.
getContactColliderShapeMetadata Returns the collided shape's metadata. This metadata is different from GodotObject.getMeta, and is set with Physics2DServer.shapeSetData.
getContactColliderVelocityAtPosition Returns the linear velocity vector at the collider's contact point.
getContactCount 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.contactMonitor.
getContactLocalNormal Returns the local normal at the contact point.
getContactLocalPosition Returns the local position of the contact point.
getContactLocalShape Returns the local shape index of the collision.
getInverseInertia
getInverseMass
getLinearVelocity
getSpaceState Returns the current state of the space, useful for queries.
getStep
getTotalAngularDamp
getTotalGravity
getTotalLinearDamp
getTransform
integrateForces Calls the built-in force integration code.
isSleeping
setAngularVelocity
setLinearVelocity
setSleepState
setTransform