PhysicsDirectBodyState2D

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Published: Sep 17, 2025 License: MIT Imports: 25 Imported by: 0

Documentation

Overview

Provides direct access to a physics body in the PhysicsServer2D, allowing safe changes to physics properties. This object is passed via the direct state callback of RigidBody2D, and is intended for changing the direct state of that body. See RigidBody2D.IntegrateForces.

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

This section is empty.

Types

type Advanced

type Advanced = class

Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.

type Any

type Any interface {
	gd.IsClass
	AsPhysicsDirectBodyState2D() Instance
}

type Expanded

type Expanded = MoreArgs

type Extension

type Extension[T gdclass.Interface] struct{ gdclass.Extension[T, Instance] }

Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension

func (*Extension[T]) AsObject

func (self *Extension[T]) AsObject() [1]gd.Object

func (*Extension[T]) AsPhysicsDirectBodyState2D

func (self *Extension[T]) AsPhysicsDirectBodyState2D() Instance

type ID

type ID Object.ID

ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.

func (ID) Instance

func (id ID) Instance() (Instance, bool)

type Instance

Instance of the class with convieniently typed arguments and results.

var Nil Instance

Nil is a nil/null instance of the class. Equivalent to the zero value.

func New

func New() Instance

func (Instance) AddConstantCentralForce

func (self Instance) AddConstantCentralForce()

Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with constant_force = Vector2(0, 0).

This is equivalent to using AddConstantForce at the body's center of mass.

func (Instance) AddConstantForce

func (self Instance) AddConstantForce(force Vector2.XY)

Adds a constant positioned force to the body that keeps being applied over time until cleared with constant_force = Vector2(0, 0).

'position' is the offset from the body origin in global coordinates.

func (Instance) AddConstantTorque

func (self Instance) AddConstantTorque(torque Float.X)

Adds a constant rotational force without affecting position that keeps being applied over time until cleared with constant_torque = 0.

func (Instance) AngularVelocity

func (self Instance) AngularVelocity() Float.X

func (Instance) ApplyCentralForce

func (self Instance) ApplyCentralForce()

Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.

This is equivalent to using ApplyForce at the body's center of mass.

func (Instance) ApplyCentralImpulse

func (self Instance) ApplyCentralImpulse(impulse Vector2.XY)

Applies a directional impulse without affecting rotation.

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).

This is equivalent to using ApplyImpulse at the body's center of mass.

func (Instance) ApplyForce

func (self Instance) ApplyForce(force Vector2.XY)

Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.

'position' is the offset from the body origin in global coordinates.

func (Instance) ApplyImpulse

func (self Instance) ApplyImpulse(impulse Vector2.XY)

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).

'position' is the offset from the body origin in global coordinates.

func (Instance) ApplyTorque

func (self Instance) ApplyTorque(torque Float.X)

Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.

Note: InverseInertia is required for this to work. To have InverseInertia, an active CollisionShape2D must be a child of the node, or you can manually set InverseInertia.

func (Instance) ApplyTorqueImpulse

func (self Instance) ApplyTorqueImpulse(impulse Float.X)

Applies a rotational impulse to the body without affecting the position.

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).

Note: InverseInertia is required for this to work. To have InverseInertia, an active CollisionShape2D must be a child of the node, or you can manually set InverseInertia.

func (Instance) AsObject

func (self Instance) AsObject() [1]gd.Object

func (Instance) AsPhysicsDirectBodyState2D

func (self Instance) AsPhysicsDirectBodyState2D() Instance

func (Instance) CenterOfMass

func (self Instance) CenterOfMass() Vector2.XY

func (Instance) CenterOfMassLocal

func (self Instance) CenterOfMassLocal() Vector2.XY

func (Instance) CollisionLayer

func (self Instance) CollisionLayer() int

func (Instance) CollisionMask

func (self Instance) CollisionMask() int

func (Instance) GetConstantForce

func (self Instance) GetConstantForce() Vector2.XY

Returns the body's total constant positional forces applied during each physics update.

See AddConstantForce and AddConstantCentralForce.

func (Instance) GetConstantTorque

func (self Instance) GetConstantTorque() Float.X

Returns the body's total constant rotational forces applied during each physics update.

See AddConstantTorque.

func (Instance) GetContactCollider

func (self Instance) GetContactCollider(contact_idx int) RID.Body2D

Returns the collider's Resource.ID.

func (Instance) GetContactColliderId

func (self Instance) GetContactColliderId(contact_idx int) int

Returns the collider's object id.

func (Instance) GetContactColliderObject

func (self Instance) GetContactColliderObject(contact_idx int) Object.Instance

Returns the collider object. This depends on how it was created (will return a scene node if such was used to create it).

func (Instance) GetContactColliderPosition

func (self Instance) GetContactColliderPosition(contact_idx int) Vector2.XY

Returns the position of the contact point on the collider in the global coordinate system.

func (Instance) GetContactColliderShape

func (self Instance) GetContactColliderShape(contact_idx int) int

Returns the collider's shape index.

func (Instance) GetContactColliderVelocityAtPosition

func (self Instance) GetContactColliderVelocityAtPosition(contact_idx int) Vector2.XY

Returns the velocity vector at the collider's contact point.

func (Instance) GetContactCount

func (self Instance) GetContactCount() int

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.

func (Instance) GetContactImpulse

func (self Instance) GetContactImpulse(contact_idx int) Vector2.XY

Returns the impulse created by the contact.

func (Instance) GetContactLocalNormal

func (self Instance) GetContactLocalNormal(contact_idx int) Vector2.XY

Returns the local normal at the contact point.

func (Instance) GetContactLocalPosition

func (self Instance) GetContactLocalPosition(contact_idx int) Vector2.XY

Returns the position of the contact point on the body in the global coordinate system.

func (Instance) GetContactLocalShape

func (self Instance) GetContactLocalShape(contact_idx int) int

Returns the local shape index of the collision.

func (Instance) GetContactLocalVelocityAtPosition

func (self Instance) GetContactLocalVelocityAtPosition(contact_idx int) Vector2.XY

Returns the velocity vector at the body's contact point.

func (Instance) GetSpaceState

func (self Instance) GetSpaceState() PhysicsDirectSpaceState2D.Instance

Returns the current state of the space, useful for queries.

func (Instance) GetVelocityAtLocalPosition

func (self Instance) GetVelocityAtLocalPosition(local_position Vector2.XY) Vector2.XY

Returns the body's velocity at the given relative position, including both translation and rotation.

func (Instance) ID

func (self Instance) ID() ID

func (Instance) IntegrateForces

func (self Instance) IntegrateForces()

Updates the body's linear and angular velocity by applying gravity and damping for the equivalent of one physics tick.

func (Instance) InverseInertia

func (self Instance) InverseInertia() Float.X

func (Instance) InverseMass

func (self Instance) InverseMass() Float.X

func (Instance) LinearVelocity

func (self Instance) LinearVelocity() Vector2.XY

func (Instance) MoreArgs

func (self Instance) MoreArgs() MoreArgs

MoreArgs enables certain functions to be called with additional 'optional' arguments.

func (Instance) SetAngularVelocity

func (self Instance) SetAngularVelocity(value Float.X)

func (Instance) SetCollisionLayer

func (self Instance) SetCollisionLayer(value int)

func (Instance) SetCollisionMask

func (self Instance) SetCollisionMask(value int)

func (Instance) SetConstantForce

func (self Instance) SetConstantForce(force Vector2.XY)

Sets the body's total constant positional forces applied during each physics update.

See AddConstantForce and AddConstantCentralForce.

func (Instance) SetConstantTorque

func (self Instance) SetConstantTorque(torque Float.X)

Sets the body's total constant rotational forces applied during each physics update.

See AddConstantTorque.

func (Instance) SetLinearVelocity

func (self Instance) SetLinearVelocity(value Vector2.XY)

func (*Instance) SetObject

func (self *Instance) SetObject(obj [1]gd.Object) bool

func (Instance) SetSleeping

func (self Instance) SetSleeping(value bool)

func (Instance) SetTransform

func (self Instance) SetTransform(value Transform2D.OriginXY)

func (Instance) Sleeping

func (self Instance) Sleeping() bool

func (Instance) Step

func (self Instance) Step() Float.X

func (Instance) TotalAngularDamp

func (self Instance) TotalAngularDamp() Float.X

func (Instance) TotalGravity

func (self Instance) TotalGravity() Vector2.XY

func (Instance) TotalLinearDamp

func (self Instance) TotalLinearDamp() Float.X

func (Instance) Transform

func (self Instance) Transform() Transform2D.OriginXY

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

type MoreArgs

MoreArgs is a container for Instance functions with additional 'optional' arguments.

func (MoreArgs) AddConstantCentralForce

func (self MoreArgs) AddConstantCentralForce(force Vector2.XY)

Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with constant_force = Vector2(0, 0).

This is equivalent to using AddConstantForce at the body's center of mass.

func (MoreArgs) AddConstantForce

func (self MoreArgs) AddConstantForce(force Vector2.XY, position Vector2.XY)

Adds a constant positioned force to the body that keeps being applied over time until cleared with constant_force = Vector2(0, 0).

'position' is the offset from the body origin in global coordinates.

func (MoreArgs) ApplyCentralForce

func (self MoreArgs) ApplyCentralForce(force Vector2.XY)

Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.

This is equivalent to using ApplyForce at the body's center of mass.

func (MoreArgs) ApplyForce

func (self MoreArgs) ApplyForce(force Vector2.XY, position Vector2.XY)

Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.

'position' is the offset from the body origin in global coordinates.

func (MoreArgs) ApplyImpulse

func (self MoreArgs) ApplyImpulse(impulse Vector2.XY, position Vector2.XY)

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).

'position' is the offset from the body origin in global coordinates.

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