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