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. Please also keep in mind that physics bodies manage their own transform which overwrites the ones you set. So any direct or indirect transformation (including scaling of the node or its parent) will be visible in the editor only, and immediately reset at runtime. If you need to override the default physics behavior or add a transformation at runtime, you can write a custom force integration. See customIntegrator. The center of mass is always located at the node's origin without taking into account the CollisionShape2D centroid offsets.

@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._physicsProcess 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. 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). The position uses the rotation of the global coordinate system, but is centered at the object's origin.

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. Requires contactMonitor to be set to true and contactsReported 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.

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
typeof(null) opAssign(typeof(null) n)
opEquals
bool opEquals(RigidBody2D other)
opEquals
bool opEquals(typeof(null) n)
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).

toHash
size_t toHash()

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 defined in Project > Project Settings > Physics > 2d. See ProjectSettings.physics/2d/defaultAngularDamp for more details about damping.

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. Values range from 0 (no bounce) to 1 (full bounciness). Deprecated, use PhysicsMaterial.bounce instead via physicsMaterialOverride.

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

If true, the body can enter sleep mode when there is no movement. See sleeping. Note: A RigidBody2D will never enter sleep mode automatically if its mode is constant MODE_CHARACTER. It can still be put to sleep manually by setting its sleeping property to 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.

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

The maximum number of contacts that will be recorded. Requires contactMonitor to be set to true. 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).

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

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. See ccdmode 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). Deprecated, use PhysicsMaterial.friction instead via physicsMaterialOverride.

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.

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

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.

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

The body's mode. See mode for possible values.

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

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.

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

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 addForce methods.

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()

Construct a new instance of RigidBody2D. Note: use memnew!RigidBody2D instead.

Static variables

_classBindingInitialized
bool _classBindingInitialized;
Undocumented in source.

Structs

GDNativeClassBinding
struct GDNativeClassBinding
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
inout(To) as()
Undocumented in source. Be warned that the author may not have intended to support it.
as
inout(To) as()
Undocumented in source. Be warned that the author may not have intended to support it.
as
inout(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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