RigidBody2D

A body that is controlled by the 2D physics engine.

This node implements simulated 2D physics. You do not control a RigidBody2D directly. Instead you apply forces to it (gravity, impulses, etc.) and the physics simulation calculates the resulting movement based on its mass, friction, and other physical properties. A RigidBody2D has 4 behavior modes: Rigid, Static, Character, and Kinematic. Note: You should not change a RigidBody2D's position or linear_velocity every frame or even very often. If you need to directly affect the body's state, use _integrateForces, which allows you to directly access the physics state. If you need to override the default physics behavior, you can write a custom force integration. See customIntegrator.

@GodotBaseClass
struct RigidBody2D {}

Members

Aliases

BaseClasses
alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses)
Undocumented in source.

Enums

CCDMode
enum CCDMode
Constants
enum Constants
Mode
enum Mode

Functions

_bodyEnterTree
void _bodyEnterTree(long arg0)
_bodyExitTree
void _bodyExitTree(long arg0)
_directStateChanged
void _directStateChanged(GodotObject arg0)
_integrateForces
void _integrateForces(Physics2DDirectBodyState state)

Allows you to read and safely modify the simulation state for the object. Use this instead of Node._physics_process if you need to directly change the body's position or other physics properties. By default it works in addition to the usual physics behavior, but customIntegrator allows you to disable the default behavior and write custom force integration for a body.

_reloadPhysicsCharacteristics
void _reloadPhysicsCharacteristics()
addCentralForce
void addCentralForce(Vector2 force)

Adds a constant directional force without affecting rotation.

addForce
void addForce(Vector2 offset, Vector2 force)

Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.

addTorque
void addTorque(double torque)

Adds a constant rotational force.

applyCentralImpulse
void applyCentralImpulse(Vector2 impulse)

Applies a directional impulse without affecting rotation.

applyImpulse
void applyImpulse(Vector2 offset, Vector2 impulse)

Applies a positioned impulse to the body (which will be affected by the body mass and shape). This is the equivalent of hitting a billiard ball with a cue: a force that is applied instantaneously. Both the impulse and the offset from the body origin are in global coordinates.

applyTorqueImpulse
void applyTorqueImpulse(double torque)

Applies a rotational impulse to the body.

getAngularDamp
double getAngularDamp()
getAngularVelocity
double getAngularVelocity()
getAppliedForce
Vector2 getAppliedForce()
getAppliedTorque
double getAppliedTorque()
getBounce
double getBounce()
getCollidingBodies
Array getCollidingBodies()

Returns a list of the bodies colliding with this one. Use contactsReported to set the maximum number reported. You must also set contactMonitor to true. Note that 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.

getContinuousCollisionDetectionMode
RigidBody2D.CCDMode getContinuousCollisionDetectionMode()
getFriction
double getFriction()
getGravityScale
double getGravityScale()
getInertia
double getInertia()
getLinearDamp
double getLinearDamp()
getLinearVelocity
Vector2 getLinearVelocity()
getMass
double getMass()
getMaxContactsReported
long getMaxContactsReported()
getMode
RigidBody2D.Mode getMode()
getPhysicsMaterialOverride
Ref!PhysicsMaterial getPhysicsMaterialOverride()
getWeight
double getWeight()
isAbleToSleep
bool isAbleToSleep()
isContactMonitorEnabled
bool isContactMonitorEnabled()
isSleeping
bool isSleeping()
isUsingCustomIntegrator
bool isUsingCustomIntegrator()
opAssign
RigidBody2D opAssign(T n)
Undocumented in source. Be warned that the author may not have intended to support it.
opEquals
bool opEquals(RigidBody2D other)
Undocumented in source. Be warned that the author may not have intended to support it.
opEquals
bool opEquals(typeof(null) n)
Undocumented in source. Be warned that the author may not have intended to support it.
setAngularDamp
void setAngularDamp(double angular_damp)
setAngularVelocity
void setAngularVelocity(double angular_velocity)
setAppliedForce
void setAppliedForce(Vector2 force)
setAppliedTorque
void setAppliedTorque(double torque)
setAxisVelocity
void setAxisVelocity(Vector2 axis_velocity)

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.

setBounce
void setBounce(double bounce)
setCanSleep
void setCanSleep(bool able_to_sleep)
setContactMonitor
void setContactMonitor(bool enabled)
setContinuousCollisionDetectionMode
void setContinuousCollisionDetectionMode(long mode)
setFriction
void setFriction(double friction)
setGravityScale
void setGravityScale(double gravity_scale)
setInertia
void setInertia(double inertia)
setLinearDamp
void setLinearDamp(double linear_damp)
setLinearVelocity
void setLinearVelocity(Vector2 linear_velocity)
setMass
void setMass(double mass)
setMaxContactsReported
void setMaxContactsReported(long amount)
setMode
void setMode(long mode)
setPhysicsMaterialOverride
void setPhysicsMaterialOverride(PhysicsMaterial physics_material_override)
setSleeping
void setSleeping(bool sleeping)
setUseCustomIntegrator
void setUseCustomIntegrator(bool enable)
setWeight
void setWeight(double weight)
testMotion
bool testMotion(Vector2 motion, bool infinite_inertia, double margin, Physics2DTestMotionResult result)

Returns true if a collision would result from moving in the given vector. margin increases the size of the shapes involved in the collision detection, and result is an object of type Physics2DTestMotionResult, which contains additional information about the collision (should there be one).

Mixins

__anonymous
mixin baseCasts
Undocumented in source.

Properties

angularDamp
double angularDamp [@property getter]
double angularDamp [@property setter]

Damps the body's angularVelocity. If -1 the body will use the "Default Angular Damp" in "Project > Project Settings > Physics > 2d". Default value: -1.

angularVelocity
double angularVelocity [@property getter]
double angularVelocity [@property setter]

The body's rotational velocity.

appliedForce
Vector2 appliedForce [@property getter]
Vector2 appliedForce [@property setter]

The body's total applied force.

appliedTorque
double appliedTorque [@property getter]
double appliedTorque [@property setter]

The body's total applied torque.

bounce
double bounce [@property getter]
double bounce [@property setter]

The body's bounciness. Default value: 0.

canSleep
bool canSleep [@property getter]
bool canSleep [@property setter]

If true the body will not calculate forces and will act as a static body if there is no movement. The body will wake up when other forces are applied via collisions or by using applyImpulse or addForce. Default value: true.

contactMonitor
bool contactMonitor [@property getter]
bool contactMonitor [@property setter]

If true the body will emit signals when it collides with another RigidBody2D. See also contactsReported. Default value: false.

contactsReported
long contactsReported [@property getter]
long contactsReported [@property setter]

The maximum number of contacts to report. Default value: 0.

continuousCd
RigidBody2D.CCDMode continuousCd [@property getter]
long continuousCd [@property setter]

Continuous collision detection mode. Default value: CCD_MODE_DISABLED. 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. See CCD_MODE_ constants for details.

customIntegrator
bool customIntegrator [@property getter]
bool customIntegrator [@property setter]

If true internal force integration is disabled for this body. Aside from collision response, the body will only move as determined by the _integrateForces function.

friction
double friction [@property getter]
double friction [@property setter]

The body's friction. Values range from 0 (frictionless) to 1 (maximum friction). Default value: 1.

gravityScale
double gravityScale [@property getter]
double gravityScale [@property setter]

Multiplies the gravity applied to the body. The body's gravity is calculated from the "Default Gravity" value in "Project > Project Settings > Physics > 2d" and/or any additional gravity vector applied by Area2Ds. Default value: 1.

inertia
double inertia [@property getter]
double inertia [@property setter]

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 function allows you to set a custom value. Set 0 (or negative) inertia to return to automatically computing it.

linearDamp
double linearDamp [@property getter]
double linearDamp [@property setter]

Damps the body's linearVelocity. If -1 the body will use the "Default Linear Damp" in "Project > Project Settings > Physics > 2d". Default value: -1.

linearVelocity
Vector2 linearVelocity [@property getter]
Vector2 linearVelocity [@property setter]

The body's linear velocity.

mass
double mass [@property getter]
double mass [@property setter]

The body's mass. Default value: 1.

mode
RigidBody2D.Mode mode [@property getter]
long mode [@property setter]

The body's mode. See MODE_* constants. Default value: MODE_RIGID.

physicsMaterialOverride
PhysicsMaterial physicsMaterialOverride [@property getter]
PhysicsMaterial physicsMaterialOverride [@property setter]
sleeping
bool sleeping [@property getter]
bool sleeping [@property setter]

If true the body is sleeping and will not calculate forces until woken up by a collision or by using applyImpulse or addForce.

weight
double weight [@property getter]
double weight [@property setter]

The body's weight based on its mass and the "Default Gravity" value in "Project > Project Settings > Physics > 2d".

Static functions

_new
RigidBody2D _new()
Undocumented in source. Be warned that the author may not have intended to support it.

Static variables

_classBindingInitialized
bool _classBindingInitialized;
Undocumented in source.

Structs

_classBinding
struct _classBinding
Undocumented in source.

Unions

__anonymous
union __anonymous
Undocumented in source.

Variables

_GODOT_internal_name
enum string _GODOT_internal_name;
Undocumented in source.

Mixed In Members

From mixin baseCasts

as
To as()
Undocumented in source. Be warned that the author may not have intended to support it.
as
To as()
Undocumented in source. Be warned that the author may not have intended to support it.
as
ToRef as()
Undocumented in source. Be warned that the author may not have intended to support it.
opCast
template opCast(To)
Undocumented in source.
opCast
template opCast(To)
Undocumented in source.
opCast
template opCast(ToRef)
Undocumented in source.
opCast
void* opCast()
Undocumented in source. Be warned that the author may not have intended to support it.
opCast
godot_object opCast()
Undocumented in source. Be warned that the author may not have intended to support it.
opCast
bool opCast()
Undocumented in source. Be warned that the author may not have intended to support it.

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