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	 5ad9be4c24
			
		
	
	
		5ad9be4c24
		
	
	
	
	
		
			
			Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
		
			
				
	
	
		
			234 lines
		
	
	
	
		
			7 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
			
		
		
	
	
			234 lines
		
	
	
	
		
			7 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
| <?xml version="1.0" encoding="UTF-8" ?>
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| <class name="Physics2DDirectBodyState" inherits="Object" category="Core" version="3.0.alpha.custom_build">
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| 	<brief_description>
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| 		Direct access object to a physics body in the [Physics2DServer].
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| 	</brief_description>
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| 	<description>
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| 		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.
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| 	</description>
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| 	<tutorials>
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| 	</tutorials>
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| 	<demos>
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| 	</demos>
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| 	<methods>
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| 		<method name="get_angular_velocity" qualifiers="const">
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| 			<return type="float">
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| 			</return>
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| 			<description>
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| 				Return the angular velocity of the body.
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| 			</description>
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| 		</method>
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| 		<method name="get_contact_collider" qualifiers="const">
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| 			<return type="RID">
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| 			</return>
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| 			<argument index="0" name="contact_idx" type="int">
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| 			</argument>
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| 			<description>
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| 				Return the [RID] of the collider.
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| 			</description>
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| 		</method>
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| 		<method name="get_contact_collider_id" qualifiers="const">
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| 			<return type="int">
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| 			</return>
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| 			<argument index="0" name="contact_idx" type="int">
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| 			</argument>
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| 			<description>
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| 				Return the object id of the collider.
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| 			</description>
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| 		</method>
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| 		<method name="get_contact_collider_object" qualifiers="const">
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| 			<return type="Object">
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| 			</return>
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| 			<argument index="0" name="contact_idx" type="int">
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| 			</argument>
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| 			<description>
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| 				Return the collider object, this depends on how it was created (will return a scene node if such was used to create it).
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| 			</description>
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| 		</method>
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| 		<method name="get_contact_collider_position" qualifiers="const">
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| 			<return type="Vector2">
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| 			</return>
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| 			<argument index="0" name="contact_idx" type="int">
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| 			</argument>
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| 			<description>
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| 				Return the contact position in the collider.
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| 			</description>
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| 		</method>
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| 		<method name="get_contact_collider_shape" qualifiers="const">
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| 			<return type="int">
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| 			</return>
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| 			<argument index="0" name="contact_idx" type="int">
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| 			</argument>
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| 			<description>
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| 				Return the collider shape index.
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| 			</description>
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| 		</method>
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| 		<method name="get_contact_collider_shape_metadata" qualifiers="const">
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| 			<return type="Variant">
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| 			</return>
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| 			<argument index="0" name="contact_idx" type="int">
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| 			</argument>
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| 			<description>
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| 				Return the metadata of the collided shape. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].
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| 			</description>
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| 		</method>
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| 		<method name="get_contact_collider_velocity_at_position" qualifiers="const">
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| 			<return type="Vector2">
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| 			</return>
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| 			<argument index="0" name="contact_idx" type="int">
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| 			</argument>
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| 			<description>
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| 				Return the linear velocity vector at contact point of the collider.
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| 			</description>
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| 		</method>
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| 		<method name="get_contact_count" qualifiers="const">
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| 			<return type="int">
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| 			</return>
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| 			<description>
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| 				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.
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| 			</description>
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| 		</method>
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| 		<method name="get_contact_local_normal" qualifiers="const">
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| 			<return type="Vector2">
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| 			</return>
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| 			<argument index="0" name="contact_idx" type="int">
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| 			</argument>
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| 			<description>
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| 				Return the local normal (of this body) of the contact point.
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| 			</description>
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| 		</method>
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| 		<method name="get_contact_local_position" qualifiers="const">
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| 			<return type="Vector2">
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| 			</return>
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| 			<argument index="0" name="contact_idx" type="int">
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| 			</argument>
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| 			<description>
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| 				Return the local position (of this body) of the contact point.
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| 			</description>
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| 		</method>
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| 		<method name="get_contact_local_shape" qualifiers="const">
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| 			<return type="int">
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| 			</return>
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| 			<argument index="0" name="contact_idx" type="int">
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| 			</argument>
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| 			<description>
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| 				Return the local shape index of the collision.
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| 			</description>
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| 		</method>
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| 		<method name="get_inverse_inertia" qualifiers="const">
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| 			<return type="float">
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| 			</return>
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| 			<description>
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| 				Return the inverse of the inertia of the body.
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| 			</description>
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| 		</method>
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| 		<method name="get_inverse_mass" qualifiers="const">
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| 			<return type="float">
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| 			</return>
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| 			<description>
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| 				Return the inverse of the mass of the body.
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| 			</description>
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| 		</method>
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| 		<method name="get_linear_velocity" qualifiers="const">
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| 			<return type="Vector2">
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| 			</return>
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| 			<description>
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| 				Return the current linear velocity of the body.
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| 			</description>
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| 		</method>
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| 		<method name="get_space_state">
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| 			<return type="Physics2DDirectSpaceState">
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| 			</return>
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| 			<description>
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| 				Return the current state of space, useful for queries.
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| 			</description>
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| 		</method>
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| 		<method name="get_step" qualifiers="const">
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| 			<return type="float">
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| 			</return>
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| 			<description>
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| 				Return the timestep (delta) used for the simulation.
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| 			</description>
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| 		</method>
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| 		<method name="get_total_angular_damp" qualifiers="const">
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| 			<return type="float">
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| 			</return>
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| 			<description>
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| 				Return the rate at which the body stops rotating, if there are not any other forces moving it.
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| 			</description>
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| 		</method>
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| 		<method name="get_total_gravity" qualifiers="const">
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| 			<return type="Vector2">
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| 			</return>
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| 			<description>
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| 				Return the total gravity vector being currently applied to this body.
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| 			</description>
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| 		</method>
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| 		<method name="get_total_linear_damp" qualifiers="const">
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| 			<return type="float">
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| 			</return>
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| 			<description>
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| 				Return the rate at which the body stops moving, if there are not any other forces moving it.
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| 			</description>
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| 		</method>
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| 		<method name="get_transform" qualifiers="const">
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| 			<return type="Transform2D">
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| 			</return>
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| 			<description>
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| 				Return the transform matrix of the body.
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| 			</description>
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| 		</method>
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| 		<method name="integrate_forces">
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| 			<return type="void">
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| 			</return>
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| 			<description>
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| 				Call the built-in force integration code.
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| 			</description>
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| 		</method>
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| 		<method name="is_sleeping" qualifiers="const">
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| 			<return type="bool">
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| 			</return>
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| 			<description>
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| 				Return true if this body is currently sleeping (not active).
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| 			</description>
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| 		</method>
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| 		<method name="set_angular_velocity">
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| 			<return type="void">
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| 			</return>
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| 			<argument index="0" name="velocity" type="float">
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| 			</argument>
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| 			<description>
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| 				Change the angular velocity of the body.
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| 			</description>
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| 		</method>
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| 		<method name="set_linear_velocity">
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| 			<return type="void">
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| 			</return>
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| 			<argument index="0" name="velocity" type="Vector2">
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| 			</argument>
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| 			<description>
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| 				Change the linear velocity of the body.
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| 			</description>
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| 		</method>
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| 		<method name="set_sleep_state">
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| 			<return type="void">
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| 			</return>
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| 			<argument index="0" name="enabled" type="bool">
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| 			</argument>
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| 			<description>
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| 				Set the sleeping state of the body, only affects character/rigid bodies.
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| 			</description>
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| 		</method>
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| 		<method name="set_transform">
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| 			<return type="void">
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| 			</return>
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| 			<argument index="0" name="transform" type="Transform2D">
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| 			</argument>
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| 			<description>
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| 				Change the transform matrix of the body.
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| 			</description>
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| 		</method>
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| 	</methods>
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| 	<constants>
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| 	</constants>
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| </class>
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