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class_physics2ddirectbodystate
reduz edited this page Feb 23, 2014
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11 revisions
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.