RigidBody2D

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Published: Sep 20, 2025 License: MIT Imports: 31 Imported by: 0

Documentation

Overview

RigidBody2D implements full 2D physics. It cannot be controlled directly, instead, you must apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, rotation, react to collisions, and affect other physics bodies in its path.

The body's behavior can be adjusted via LockRotation, Freeze, and FreezeMode. By changing various properties of the object, such as Mass, you can control how the physics simulation acts on it.

A rigid body will always maintain its shape and size, even when forces are applied to it. It is useful for objects that can be interacted with in an environment, such as a tree that can be knocked over or a stack of crates that can be pushed around.

If you need to directly affect the body, prefer IntegrateForces as it allows you to directly access the physics state.

If you need to override the default physics behavior, you can write a custom force integration function. See CustomIntegrator.

Note: Changing the 2D transform or LinearVelocity of a RigidBody2D very often may lead to some unpredictable behaviors. This also happens when a RigidBody2D is the descendant of a constantly moving node, like another RigidBody2D, as that will cause its global transform to be set whenever its ancestor moves.

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
	AsRigidBody2D() Instance
}

type CCDMode

type CCDMode int //gd:RigidBody2D.CCDMode
const (
	// Continuous collision detection disabled. This is the fastest way to detect body collisions, but can miss small, fast-moving objects.
	CcdModeDisabled CCDMode = 0
	// Continuous collision detection enabled using raycasting. This is faster than shapecasting but less precise.
	CcdModeCastRay CCDMode = 1
	// Continuous collision detection enabled using shapecasting. This is the slowest CCD method and the most precise.
	CcdModeCastShape CCDMode = 2
)

type CenterOfMassMode

type CenterOfMassMode int //gd:RigidBody2D.CenterOfMassMode
const (
	// In this mode, the body's center of mass is calculated automatically based on its shapes. This assumes that the shapes' origins are also their center of mass.
	CenterOfMassModeAuto CenterOfMassMode = 0
	// In this mode, the body's center of mass is set through [CenterOfMass]. Defaults to the body's origin position.
	//
	// [CenterOfMass]: https://pkg.go.dev/graphics.gd/classdb/#Instance.CenterOfMass
	CenterOfMassModeCustom CenterOfMassMode = 1
)

type DampMode

type DampMode int //gd:RigidBody2D.DampMode
const (
	// In this mode, the body's damping value is added to any value set in areas or the default value.
	DampModeCombine DampMode = 0
	// In this mode, the body's damping value replaces any value set in areas or the default value.
	DampModeReplace DampMode = 1
)

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]See Interface for methods that can be overridden by T.

func (*Extension[T]) AsCanvasItem

func (self *Extension[T]) AsCanvasItem() CanvasItem.Instance

func (*Extension[T]) AsCollisionObject2D

func (self *Extension[T]) AsCollisionObject2D() CollisionObject2D.Instance

func (*Extension[T]) AsNode

func (self *Extension[T]) AsNode() Node.Instance

func (*Extension[T]) AsNode2D

func (self *Extension[T]) AsNode2D() Node2D.Instance

func (*Extension[T]) AsObject

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

func (*Extension[T]) AsPhysicsBody2D

func (self *Extension[T]) AsPhysicsBody2D() PhysicsBody2D.Instance

func (*Extension[T]) AsRigidBody2D

func (self *Extension[T]) AsRigidBody2D() Instance

type FreezeMode

type FreezeMode int //gd:RigidBody2D.FreezeMode
const (
	// Static body freeze mode (default). The body is not affected by gravity and forces. It can be only moved by user code and doesn't collide with other bodies along its path.
	FreezeModeStatic FreezeMode = 0
	// Kinematic body freeze mode. Similar to [FreezeModeStatic], but collides with other bodies along its path when moved. Useful for a frozen body that needs to be animated.
	FreezeModeKinematic FreezeMode = 1
)

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 Implementation

type Implementation = implementation

Implementation implements Interface with empty methods.

type Instance

type Instance [1]gdclass.RigidBody2D

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(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 (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) AngularDamp

func (self Instance) AngularDamp() Float.X

Damps the body's rotation. By default, the body will use the ProjectSettings "physics/2d/default_angular_damp" setting or any value override set by an Area2D the body is in. Depending on AngularDampMode, you can set AngularDamp to be added to or to replace the body's damping value.

See ProjectSettings "physics/2d/default_angular_damp" for more details about damping.

func (Instance) AngularDampMode

func (self Instance) AngularDampMode() DampMode

Defines how AngularDamp is applied.

func (Instance) AngularVelocity

func (self Instance) AngularVelocity() Float.X

The body's rotational velocity in radians per second.

func (Instance) ApplyCentralForce

func (self Instance) 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 (Instance) ApplyCentralImpulse

func (self Instance) ApplyCentralImpulse()

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

func (Instance) ApplyTorqueImpulse

func (self Instance) ApplyTorqueImpulse(torque 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: Inertia is required for this to work. To have Inertia, an active CollisionShape2D must be a child of the node, or you can manually set Inertia.

func (Instance) AsCanvasItem

func (self Instance) AsCanvasItem() CanvasItem.Instance

func (Instance) AsCollisionObject2D

func (self Instance) AsCollisionObject2D() CollisionObject2D.Instance

func (Instance) AsNode

func (self Instance) AsNode() Node.Instance

func (Instance) AsNode2D

func (self Instance) AsNode2D() Node2D.Instance

func (Instance) AsObject

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

func (Instance) AsPhysicsBody2D

func (self Instance) AsPhysicsBody2D() PhysicsBody2D.Instance

func (Instance) AsRigidBody2D

func (self Instance) AsRigidBody2D() Instance

func (Instance) CanSleep

func (self Instance) CanSleep() bool

If true, the body can enter sleep mode when there is no movement. See Sleeping.

func (Instance) CenterOfMass

func (self Instance) CenterOfMass() Vector2.XY

The body's custom center of mass, relative to the body's origin position, when CenterOfMassMode is set to CenterOfMassModeCustom. This is the balanced point of the body, where applied forces only cause linear acceleration. Applying forces outside of the center of mass causes angular acceleration.

When CenterOfMassMode is set to CenterOfMassModeAuto (default value), the center of mass is automatically determined, but this does not update the value of CenterOfMass.

func (Instance) CenterOfMassMode

func (self Instance) CenterOfMassMode() CenterOfMassMode

Defines the way the body's center of mass is set.

func (Instance) ConstantForce

func (self Instance) ConstantForce() Vector2.XY

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

See AddConstantForce and AddConstantCentralForce.

func (Instance) ConstantTorque

func (self Instance) ConstantTorque() Float.X

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

See AddConstantTorque.

func (Instance) ContactMonitor

func (self Instance) ContactMonitor() bool

If true, the RigidBody2D will emit signals when it collides with another body.

Note: By default the maximum contacts reported is set to 0, meaning nothing will be recorded, see MaxContactsReported.

func (Instance) ContinuousCd

func (self Instance) ContinuousCd() CCDMode

Continuous collision detection mode.

Continuous collision detection tries to predict where a moving body will collide instead of moving it and correcting its movement after collision. Continuous collision detection is slower, but more precise and misses fewer collisions with small, fast-moving objects. Raycasting and shapecasting methods are available.

func (Instance) CustomIntegrator

func (self Instance) CustomIntegrator() bool

If true, the standard force integration (like gravity or damping) will be disabled for this body. Other than collision response, the body will only move as determined by the IntegrateForces method, if that virtual method is overridden.

Setting this property will call the method PhysicsServer2D.BodySetOmitForceIntegration internally.

func (Instance) Freeze

func (self Instance) Freeze() bool

If true, the body is frozen. Gravity and forces are not applied anymore.

See FreezeMode to set the body's behavior when frozen.

For a body that is always frozen, use StaticBody2D or AnimatableBody2D instead.

func (Instance) FreezeMode

func (self Instance) FreezeMode() FreezeMode

The body's freeze mode. Can be used to set the body's behavior when Freeze is enabled.

For a body that is always frozen, use StaticBody2D or AnimatableBody2D instead.

func (Instance) GetCollidingBodies

func (self Instance) GetCollidingBodies() []Node2D.Instance

Returns a list of the bodies colliding with this one. Requires ContactMonitor to be set to true and MaxContactsReported to be set high enough to detect all the collisions.

Note: The result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead.

func (Instance) GetContactCount

func (self Instance) GetContactCount() int

Returns the number of contacts this body has with other bodies. By default, this returns 0 unless bodies are configured to monitor contacts (see ContactMonitor).

Note: To retrieve the colliding bodies, use GetCollidingBodies.

func (Instance) GravityScale

func (self Instance) GravityScale() Float.X

Multiplies the gravity applied to the body. The body's gravity is calculated from the ProjectSettings "physics/2d/default_gravity" project setting and/or any additional gravity vector applied by Area2Ds.

func (Instance) ID

func (self Instance) ID() ID

func (Instance) Inertia

func (self Instance) Inertia() Float.X

The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body. The moment of inertia is usually computed automatically from the mass and the shapes, but this property allows you to set a custom value.

If set to 0, inertia is automatically computed (default value).

Note: This value does not change when inertia is automatically computed. Use PhysicsServer2D to get the computed inertia.

func (Instance) LinearDamp

func (self Instance) LinearDamp() Float.X

Damps the body's movement. By default, the body will use the ProjectSettings "physics/2d/default_linear_damp" setting or any value override set by an Area2D the body is in. Depending on LinearDampMode, you can set LinearDamp to be added to or to replace the body's damping value.

See ProjectSettings "physics/2d/default_linear_damp" for more details about damping.

func (Instance) LinearDampMode

func (self Instance) LinearDampMode() DampMode

Defines how LinearDamp is applied.

func (Instance) LinearVelocity

func (self Instance) LinearVelocity() Vector2.XY

The body's linear velocity in pixels per second. Can be used sporadically, but don't set this every frame, because physics may run in another thread and runs at a different granularity. Use IntegrateForces as your process loop for precise control of the body state.

func (Instance) LockRotation

func (self Instance) LockRotation() bool

If true, the body cannot rotate. Gravity and forces only apply linear movement.

func (Instance) Mass

func (self Instance) Mass() Float.X

The body's mass.

func (Instance) MaxContactsReported

func (self Instance) MaxContactsReported() int

The maximum number of contacts that will be recorded. Requires a value greater than 0 and ContactMonitor to be set to true to start to register contacts. Use GetContactCount to retrieve the count or GetCollidingBodies to retrieve bodies that have been collided with.

Note: The number of contacts is different from the number of collisions. Collisions between parallel edges will result in two contacts (one at each end), and collisions between parallel faces will result in four contacts (one at each corner).

func (Instance) MoreArgs

func (self Instance) MoreArgs() MoreArgs

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

func (Instance) OnBodyEntered

func (self Instance) OnBodyEntered(cb func(body Node.Instance), flags ...Signal.Flags)

Emitted when a collision with another PhysicsBody2D or TileMap occurs. Requires ContactMonitor to be set to true and MaxContactsReported to be set high enough to detect all the collisions. TileMaps are detected if the TileSet has Collision Shape2Ds.

'body' the Node, if it exists in the tree, of the other PhysicsBody2D or TileMap.

func (Instance) OnBodyExited

func (self Instance) OnBodyExited(cb func(body Node.Instance), flags ...Signal.Flags)

Emitted when the collision with another PhysicsBody2D or TileMap ends. Requires ContactMonitor to be set to true and MaxContactsReported to be set high enough to detect all the collisions. TileMaps are detected if the TileSet has Collision Shape2Ds.

'body' the Node, if it exists in the tree, of the other PhysicsBody2D or TileMap.

func (Instance) OnBodyShapeEntered

func (self Instance) OnBodyShapeEntered(cb func(body_rid RID.Any, body Node.Instance, body_shape_index int, local_shape_index int), flags ...Signal.Flags)

Emitted when one of this RigidBody2D's Shape2Ds collides with another PhysicsBody2D or TileMap's Shape2Ds. Requires ContactMonitor to be set to true and MaxContactsReported to be set high enough to detect all the collisions. TileMaps are detected if the TileSet has Collision Shape2Ds.

'body_rid' the Resource.ID of the other PhysicsBody2D or TileSet's CollisionObject2D used by the PhysicsServer2D.

'body' the Node, if it exists in the tree, of the other PhysicsBody2D or TileMap.

'body_shape_index' the index of the Shape2D of the other PhysicsBody2D or TileMap used by the PhysicsServer2D. Get the CollisionShape2D node with body.shape_owner_get_owner(body.shape_find_owner(body_shape_index)).

'local_shape_index' the index of the Shape2D of this RigidBody2D used by the PhysicsServer2D. Get the CollisionShape2D node with self.shape_owner_get_owner(self.shape_find_owner(local_shape_index)).

func (Instance) OnBodyShapeExited

func (self Instance) OnBodyShapeExited(cb func(body_rid RID.Any, body Node.Instance, body_shape_index int, local_shape_index int), flags ...Signal.Flags)

Emitted when the collision between one of this RigidBody2D's Shape2Ds and another PhysicsBody2D or TileMap's Shape2Ds ends. Requires ContactMonitor to be set to true and MaxContactsReported to be set high enough to detect all the collisions. TileMaps are detected if the TileSet has Collision Shape2Ds.

'body_rid' the Resource.ID of the other PhysicsBody2D or TileSet's CollisionObject2D used by the PhysicsServer2D.

'body' the Node, if it exists in the tree, of the other PhysicsBody2D or TileMap.

'body_shape_index' the index of the Shape2D of the other PhysicsBody2D or TileMap used by the PhysicsServer2D. Get the CollisionShape2D node with body.shape_owner_get_owner(body.shape_find_owner(body_shape_index)).

'local_shape_index' the index of the Shape2D of this RigidBody2D used by the PhysicsServer2D. Get the CollisionShape2D node with self.shape_owner_get_owner(self.shape_find_owner(local_shape_index)).

func (Instance) OnSleepingStateChanged

func (self Instance) OnSleepingStateChanged(cb func(), flags ...Signal.Flags)

Emitted when the physics engine changes the body's sleeping state.

Note: Changing the value Sleeping will not trigger this signal. It is only emitted if the sleeping state is changed by the physics engine or emit_signal("sleeping_state_changed") is used.

func (Instance) PhysicsMaterialOverride

func (self Instance) PhysicsMaterialOverride() PhysicsMaterial.Instance

The physics material override for the body.

If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.

func (Instance) SetAngularDamp

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

SetAngularDamp sets the property returned by [GetAngularDamp].

func (Instance) SetAngularDampMode

func (self Instance) SetAngularDampMode(value DampMode)

SetAngularDampMode sets the property returned by [GetAngularDampMode].

func (Instance) SetAngularVelocity

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

SetAngularVelocity sets the property returned by [GetAngularVelocity].

func (Instance) SetAxisVelocity

func (self Instance) SetAxisVelocity(axis_velocity Vector2.XY)

Sets the body's velocity on the given axis. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.

func (Instance) SetCanSleep

func (self Instance) SetCanSleep(value bool)

SetCanSleep sets the property returned by [IsAbleToSleep].

func (Instance) SetCenterOfMass

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

SetCenterOfMass sets the property returned by [GetCenterOfMass].

func (Instance) SetCenterOfMassMode

func (self Instance) SetCenterOfMassMode(value CenterOfMassMode)

SetCenterOfMassMode sets the property returned by [GetCenterOfMassMode].

func (Instance) SetConstantForce

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

SetConstantForce sets the property returned by [GetConstantForce].

func (Instance) SetConstantTorque

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

SetConstantTorque sets the property returned by [GetConstantTorque].

func (Instance) SetContactMonitor

func (self Instance) SetContactMonitor(value bool)

SetContactMonitor sets the property returned by [IsContactMonitorEnabled].

func (Instance) SetContinuousCd

func (self Instance) SetContinuousCd(value CCDMode)

SetContinuousCd sets the property returned by [GetContinuousCollisionDetectionMode].

func (Instance) SetCustomIntegrator

func (self Instance) SetCustomIntegrator(value bool)

SetCustomIntegrator sets the property returned by [IsUsingCustomIntegrator].

func (Instance) SetFreeze

func (self Instance) SetFreeze(value bool)

SetFreeze sets the property returned by [IsFreezeEnabled].

func (Instance) SetFreezeMode

func (self Instance) SetFreezeMode(value FreezeMode)

SetFreezeMode sets the property returned by [GetFreezeMode].

func (Instance) SetGravityScale

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

SetGravityScale sets the property returned by [GetGravityScale].

func (Instance) SetInertia

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

SetInertia sets the property returned by [GetInertia].

func (Instance) SetLinearDamp

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

SetLinearDamp sets the property returned by [GetLinearDamp].

func (Instance) SetLinearDampMode

func (self Instance) SetLinearDampMode(value DampMode)

SetLinearDampMode sets the property returned by [GetLinearDampMode].

func (Instance) SetLinearVelocity

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

SetLinearVelocity sets the property returned by [GetLinearVelocity].

func (Instance) SetLockRotation

func (self Instance) SetLockRotation(value bool)

SetLockRotation sets the property returned by [IsLockRotationEnabled].

func (Instance) SetMass

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

SetMass sets the property returned by [GetMass].

func (Instance) SetMaxContactsReported

func (self Instance) SetMaxContactsReported(value int)

SetMaxContactsReported sets the property returned by [GetMaxContactsReported].

func (*Instance) SetObject

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

func (Instance) SetPhysicsMaterialOverride

func (self Instance) SetPhysicsMaterialOverride(value PhysicsMaterial.Instance)

SetPhysicsMaterialOverride sets the property returned by [GetPhysicsMaterialOverride].

func (Instance) SetSleeping

func (self Instance) SetSleeping(value bool)

SetSleeping sets the property returned by [IsSleeping].

func (Instance) Sleeping

func (self Instance) Sleeping() bool

If true, the body will not move and will not calculate forces until woken up by another body through, for example, a collision, or by using the ApplyImpulse or ApplyForce methods.

func (Instance) Virtual

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

type Interface

type Interface interface {
	// Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default, it is called before the standard force integration, but the [CustomIntegrator] property allows you to disable the standard force integration and do fully custom force integration for a body.
	//
	// [CustomIntegrator]: https://pkg.go.dev/graphics.gd/classdb/RigidBody2D#Instance.CustomIntegrator
	IntegrateForces(state PhysicsDirectBodyState2D.Instance)
}

type MoreArgs

type MoreArgs [1]gdclass.RigidBody2D

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

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) ApplyCentralImpulse

func (self MoreArgs) 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 (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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