1 /** 2 A body that is controlled by the 2D physics engine. 3 4 Copyright: 5 Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. 6 Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) 7 Copyright (c) 2017-2018 Godot-D contributors 8 9 License: $(LINK2 https://opensource.org/licenses/MIT, MIT License) 10 11 12 */ 13 module godot.rigidbody2d; 14 import std.meta : AliasSeq, staticIndexOf; 15 import std.traits : Unqual; 16 import godot.d.traits; 17 import godot.core; 18 import godot.c; 19 import godot.d.bind; 20 import godot.d.reference; 21 import godot.globalenums; 22 import godot.object; 23 import godot.classdb; 24 import godot.physicsbody2d; 25 import godot.collisionobject2d; 26 import godot.node2d; 27 import godot.canvasitem; 28 import godot.node; 29 import godot.physics2ddirectbodystate; 30 import godot.physicsmaterial; 31 import godot.physics2dtestmotionresult; 32 /** 33 A body that is controlled by the 2D physics engine. 34 35 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. 36 A RigidBody2D has 4 behavior $(D mode)s: Rigid, Static, Character, and Kinematic. 37 $(B 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 $(D _integrateForces), which allows you to directly access the physics state. 38 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. 39 If you need to override the default physics behavior or add a transformation at runtime, you can write a custom force integration. See $(D customIntegrator). 40 The center of mass is always located at the node's origin without taking into account the $(D CollisionShape2D) centroid offsets. 41 */ 42 @GodotBaseClass struct RigidBody2D 43 { 44 package(godot) enum string _GODOT_internal_name = "RigidBody2D"; 45 public: 46 @nogc nothrow: 47 union { /** */ godot_object _godot_object; /** */ PhysicsBody2D _GODOT_base; } 48 alias _GODOT_base this; 49 alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses); 50 package(godot) __gshared bool _classBindingInitialized = false; 51 package(godot) static struct GDNativeClassBinding 52 { 53 __gshared: 54 @GodotName("_body_enter_tree") GodotMethod!(void, long) _bodyEnterTree; 55 @GodotName("_body_exit_tree") GodotMethod!(void, long) _bodyExitTree; 56 @GodotName("_direct_state_changed") GodotMethod!(void, GodotObject) _directStateChanged; 57 @GodotName("_integrate_forces") GodotMethod!(void, Physics2DDirectBodyState) _integrateForces; 58 @GodotName("_reload_physics_characteristics") GodotMethod!(void) _reloadPhysicsCharacteristics; 59 @GodotName("add_central_force") GodotMethod!(void, Vector2) addCentralForce; 60 @GodotName("add_force") GodotMethod!(void, Vector2, Vector2) addForce; 61 @GodotName("add_torque") GodotMethod!(void, double) addTorque; 62 @GodotName("apply_central_impulse") GodotMethod!(void, Vector2) applyCentralImpulse; 63 @GodotName("apply_impulse") GodotMethod!(void, Vector2, Vector2) applyImpulse; 64 @GodotName("apply_torque_impulse") GodotMethod!(void, double) applyTorqueImpulse; 65 @GodotName("get_angular_damp") GodotMethod!(double) getAngularDamp; 66 @GodotName("get_angular_velocity") GodotMethod!(double) getAngularVelocity; 67 @GodotName("get_applied_force") GodotMethod!(Vector2) getAppliedForce; 68 @GodotName("get_applied_torque") GodotMethod!(double) getAppliedTorque; 69 @GodotName("get_bounce") GodotMethod!(double) getBounce; 70 @GodotName("get_colliding_bodies") GodotMethod!(Array) getCollidingBodies; 71 @GodotName("get_continuous_collision_detection_mode") GodotMethod!(RigidBody2D.CCDMode) getContinuousCollisionDetectionMode; 72 @GodotName("get_friction") GodotMethod!(double) getFriction; 73 @GodotName("get_gravity_scale") GodotMethod!(double) getGravityScale; 74 @GodotName("get_inertia") GodotMethod!(double) getInertia; 75 @GodotName("get_linear_damp") GodotMethod!(double) getLinearDamp; 76 @GodotName("get_linear_velocity") GodotMethod!(Vector2) getLinearVelocity; 77 @GodotName("get_mass") GodotMethod!(double) getMass; 78 @GodotName("get_max_contacts_reported") GodotMethod!(long) getMaxContactsReported; 79 @GodotName("get_mode") GodotMethod!(RigidBody2D.Mode) getMode; 80 @GodotName("get_physics_material_override") GodotMethod!(PhysicsMaterial) getPhysicsMaterialOverride; 81 @GodotName("get_weight") GodotMethod!(double) getWeight; 82 @GodotName("is_able_to_sleep") GodotMethod!(bool) isAbleToSleep; 83 @GodotName("is_contact_monitor_enabled") GodotMethod!(bool) isContactMonitorEnabled; 84 @GodotName("is_sleeping") GodotMethod!(bool) isSleeping; 85 @GodotName("is_using_custom_integrator") GodotMethod!(bool) isUsingCustomIntegrator; 86 @GodotName("set_angular_damp") GodotMethod!(void, double) setAngularDamp; 87 @GodotName("set_angular_velocity") GodotMethod!(void, double) setAngularVelocity; 88 @GodotName("set_applied_force") GodotMethod!(void, Vector2) setAppliedForce; 89 @GodotName("set_applied_torque") GodotMethod!(void, double) setAppliedTorque; 90 @GodotName("set_axis_velocity") GodotMethod!(void, Vector2) setAxisVelocity; 91 @GodotName("set_bounce") GodotMethod!(void, double) setBounce; 92 @GodotName("set_can_sleep") GodotMethod!(void, bool) setCanSleep; 93 @GodotName("set_contact_monitor") GodotMethod!(void, bool) setContactMonitor; 94 @GodotName("set_continuous_collision_detection_mode") GodotMethod!(void, long) setContinuousCollisionDetectionMode; 95 @GodotName("set_friction") GodotMethod!(void, double) setFriction; 96 @GodotName("set_gravity_scale") GodotMethod!(void, double) setGravityScale; 97 @GodotName("set_inertia") GodotMethod!(void, double) setInertia; 98 @GodotName("set_linear_damp") GodotMethod!(void, double) setLinearDamp; 99 @GodotName("set_linear_velocity") GodotMethod!(void, Vector2) setLinearVelocity; 100 @GodotName("set_mass") GodotMethod!(void, double) setMass; 101 @GodotName("set_max_contacts_reported") GodotMethod!(void, long) setMaxContactsReported; 102 @GodotName("set_mode") GodotMethod!(void, long) setMode; 103 @GodotName("set_physics_material_override") GodotMethod!(void, PhysicsMaterial) setPhysicsMaterialOverride; 104 @GodotName("set_sleeping") GodotMethod!(void, bool) setSleeping; 105 @GodotName("set_use_custom_integrator") GodotMethod!(void, bool) setUseCustomIntegrator; 106 @GodotName("set_weight") GodotMethod!(void, double) setWeight; 107 @GodotName("test_motion") GodotMethod!(bool, Vector2, bool, double, Physics2DTestMotionResult) testMotion; 108 } 109 /// 110 pragma(inline, true) bool opEquals(in RigidBody2D other) const 111 { return _godot_object.ptr is other._godot_object.ptr; } 112 /// 113 pragma(inline, true) typeof(null) opAssign(typeof(null) n) 114 { _godot_object.ptr = n; return null; } 115 /// 116 pragma(inline, true) bool opEquals(typeof(null) n) const 117 { return _godot_object.ptr is n; } 118 /// 119 size_t toHash() const @trusted { return cast(size_t)_godot_object.ptr; } 120 mixin baseCasts; 121 /// Construct a new instance of RigidBody2D. 122 /// Note: use `memnew!RigidBody2D` instead. 123 static RigidBody2D _new() 124 { 125 static godot_class_constructor constructor; 126 if(constructor is null) constructor = _godot_api.godot_get_class_constructor("RigidBody2D"); 127 if(constructor is null) return typeof(this).init; 128 return cast(RigidBody2D)(constructor()); 129 } 130 @disable new(size_t s); 131 /// 132 enum Mode : int 133 { 134 /** 135 Rigid mode. The body behaves as a physical object. It collides with other bodies and responds to forces applied to it. This is the default mode. 136 */ 137 modeRigid = 0, 138 /** 139 Static mode. The body behaves like a $(D StaticBody2D) and does not move. 140 */ 141 modeStatic = 1, 142 /** 143 Character mode. Similar to $(D constant MODE_RIGID), but the body can not rotate. 144 */ 145 modeCharacter = 2, 146 /** 147 Kinematic mode. The body behaves like a $(D KinematicBody2D), and must be moved by code. 148 */ 149 modeKinematic = 3, 150 } 151 /// 152 enum CCDMode : int 153 { 154 /** 155 Continuous collision detection disabled. This is the fastest way to detect body collisions, but can miss small, fast-moving objects. 156 */ 157 ccdModeDisabled = 0, 158 /** 159 Continuous collision detection enabled using raycasting. This is faster than shapecasting but less precise. 160 */ 161 ccdModeCastRay = 1, 162 /** 163 Continuous collision detection enabled using shapecasting. This is the slowest CCD method and the most precise. 164 */ 165 ccdModeCastShape = 2, 166 } 167 /// 168 enum Constants : int 169 { 170 ccdModeDisabled = 0, 171 modeRigid = 0, 172 modeStatic = 1, 173 ccdModeCastRay = 1, 174 ccdModeCastShape = 2, 175 modeCharacter = 2, 176 modeKinematic = 3, 177 } 178 /** 179 180 */ 181 void _bodyEnterTree(in long arg0) 182 { 183 Array _GODOT_args = Array.make(); 184 _GODOT_args.append(arg0); 185 String _GODOT_method_name = String("_body_enter_tree"); 186 this.callv(_GODOT_method_name, _GODOT_args); 187 } 188 /** 189 190 */ 191 void _bodyExitTree(in long arg0) 192 { 193 Array _GODOT_args = Array.make(); 194 _GODOT_args.append(arg0); 195 String _GODOT_method_name = String("_body_exit_tree"); 196 this.callv(_GODOT_method_name, _GODOT_args); 197 } 198 /** 199 200 */ 201 void _directStateChanged(GodotObject arg0) 202 { 203 Array _GODOT_args = Array.make(); 204 _GODOT_args.append(arg0); 205 String _GODOT_method_name = String("_direct_state_changed"); 206 this.callv(_GODOT_method_name, _GODOT_args); 207 } 208 /** 209 Allows you to read and safely modify the simulation state for the object. Use this instead of $(D 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 $(D customIntegrator) allows you to disable the default behavior and write custom force integration for a body. 210 */ 211 void _integrateForces(Physics2DDirectBodyState state) 212 { 213 Array _GODOT_args = Array.make(); 214 _GODOT_args.append(state); 215 String _GODOT_method_name = String("_integrate_forces"); 216 this.callv(_GODOT_method_name, _GODOT_args); 217 } 218 /** 219 220 */ 221 void _reloadPhysicsCharacteristics() 222 { 223 Array _GODOT_args = Array.make(); 224 String _GODOT_method_name = String("_reload_physics_characteristics"); 225 this.callv(_GODOT_method_name, _GODOT_args); 226 } 227 /** 228 Adds a constant directional force without affecting rotation. 229 */ 230 void addCentralForce(in Vector2 force) 231 { 232 checkClassBinding!(typeof(this))(); 233 ptrcall!(void)(GDNativeClassBinding.addCentralForce, _godot_object, force); 234 } 235 /** 236 Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates. 237 */ 238 void addForce(in Vector2 offset, in Vector2 force) 239 { 240 checkClassBinding!(typeof(this))(); 241 ptrcall!(void)(GDNativeClassBinding.addForce, _godot_object, offset, force); 242 } 243 /** 244 Adds a constant rotational force. 245 */ 246 void addTorque(in double torque) 247 { 248 checkClassBinding!(typeof(this))(); 249 ptrcall!(void)(GDNativeClassBinding.addTorque, _godot_object, torque); 250 } 251 /** 252 Applies a directional impulse without affecting rotation. 253 */ 254 void applyCentralImpulse(in Vector2 impulse) 255 { 256 checkClassBinding!(typeof(this))(); 257 ptrcall!(void)(GDNativeClassBinding.applyCentralImpulse, _godot_object, impulse); 258 } 259 /** 260 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. 261 */ 262 void applyImpulse(in Vector2 offset, in Vector2 impulse) 263 { 264 checkClassBinding!(typeof(this))(); 265 ptrcall!(void)(GDNativeClassBinding.applyImpulse, _godot_object, offset, impulse); 266 } 267 /** 268 Applies a rotational impulse to the body. 269 */ 270 void applyTorqueImpulse(in double torque) 271 { 272 checkClassBinding!(typeof(this))(); 273 ptrcall!(void)(GDNativeClassBinding.applyTorqueImpulse, _godot_object, torque); 274 } 275 /** 276 277 */ 278 double getAngularDamp() const 279 { 280 checkClassBinding!(typeof(this))(); 281 return ptrcall!(double)(GDNativeClassBinding.getAngularDamp, _godot_object); 282 } 283 /** 284 285 */ 286 double getAngularVelocity() const 287 { 288 checkClassBinding!(typeof(this))(); 289 return ptrcall!(double)(GDNativeClassBinding.getAngularVelocity, _godot_object); 290 } 291 /** 292 293 */ 294 Vector2 getAppliedForce() const 295 { 296 checkClassBinding!(typeof(this))(); 297 return ptrcall!(Vector2)(GDNativeClassBinding.getAppliedForce, _godot_object); 298 } 299 /** 300 301 */ 302 double getAppliedTorque() const 303 { 304 checkClassBinding!(typeof(this))(); 305 return ptrcall!(double)(GDNativeClassBinding.getAppliedTorque, _godot_object); 306 } 307 /** 308 309 */ 310 double getBounce() const 311 { 312 checkClassBinding!(typeof(this))(); 313 return ptrcall!(double)(GDNativeClassBinding.getBounce, _godot_object); 314 } 315 /** 316 Returns a list of the bodies colliding with this one. Requires $(D contactMonitor) to be set to `true` and $(D contactsReported) to be set high enough to detect all the collisions. 317 $(B 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. 318 */ 319 Array getCollidingBodies() const 320 { 321 checkClassBinding!(typeof(this))(); 322 return ptrcall!(Array)(GDNativeClassBinding.getCollidingBodies, _godot_object); 323 } 324 /** 325 326 */ 327 RigidBody2D.CCDMode getContinuousCollisionDetectionMode() const 328 { 329 checkClassBinding!(typeof(this))(); 330 return ptrcall!(RigidBody2D.CCDMode)(GDNativeClassBinding.getContinuousCollisionDetectionMode, _godot_object); 331 } 332 /** 333 334 */ 335 double getFriction() const 336 { 337 checkClassBinding!(typeof(this))(); 338 return ptrcall!(double)(GDNativeClassBinding.getFriction, _godot_object); 339 } 340 /** 341 342 */ 343 double getGravityScale() const 344 { 345 checkClassBinding!(typeof(this))(); 346 return ptrcall!(double)(GDNativeClassBinding.getGravityScale, _godot_object); 347 } 348 /** 349 350 */ 351 double getInertia() const 352 { 353 checkClassBinding!(typeof(this))(); 354 return ptrcall!(double)(GDNativeClassBinding.getInertia, _godot_object); 355 } 356 /** 357 358 */ 359 double getLinearDamp() const 360 { 361 checkClassBinding!(typeof(this))(); 362 return ptrcall!(double)(GDNativeClassBinding.getLinearDamp, _godot_object); 363 } 364 /** 365 366 */ 367 Vector2 getLinearVelocity() const 368 { 369 checkClassBinding!(typeof(this))(); 370 return ptrcall!(Vector2)(GDNativeClassBinding.getLinearVelocity, _godot_object); 371 } 372 /** 373 374 */ 375 double getMass() const 376 { 377 checkClassBinding!(typeof(this))(); 378 return ptrcall!(double)(GDNativeClassBinding.getMass, _godot_object); 379 } 380 /** 381 382 */ 383 long getMaxContactsReported() const 384 { 385 checkClassBinding!(typeof(this))(); 386 return ptrcall!(long)(GDNativeClassBinding.getMaxContactsReported, _godot_object); 387 } 388 /** 389 390 */ 391 RigidBody2D.Mode getMode() const 392 { 393 checkClassBinding!(typeof(this))(); 394 return ptrcall!(RigidBody2D.Mode)(GDNativeClassBinding.getMode, _godot_object); 395 } 396 /** 397 398 */ 399 Ref!PhysicsMaterial getPhysicsMaterialOverride() const 400 { 401 checkClassBinding!(typeof(this))(); 402 return ptrcall!(PhysicsMaterial)(GDNativeClassBinding.getPhysicsMaterialOverride, _godot_object); 403 } 404 /** 405 406 */ 407 double getWeight() const 408 { 409 checkClassBinding!(typeof(this))(); 410 return ptrcall!(double)(GDNativeClassBinding.getWeight, _godot_object); 411 } 412 /** 413 414 */ 415 bool isAbleToSleep() const 416 { 417 checkClassBinding!(typeof(this))(); 418 return ptrcall!(bool)(GDNativeClassBinding.isAbleToSleep, _godot_object); 419 } 420 /** 421 422 */ 423 bool isContactMonitorEnabled() const 424 { 425 checkClassBinding!(typeof(this))(); 426 return ptrcall!(bool)(GDNativeClassBinding.isContactMonitorEnabled, _godot_object); 427 } 428 /** 429 430 */ 431 bool isSleeping() const 432 { 433 checkClassBinding!(typeof(this))(); 434 return ptrcall!(bool)(GDNativeClassBinding.isSleeping, _godot_object); 435 } 436 /** 437 438 */ 439 bool isUsingCustomIntegrator() 440 { 441 checkClassBinding!(typeof(this))(); 442 return ptrcall!(bool)(GDNativeClassBinding.isUsingCustomIntegrator, _godot_object); 443 } 444 /** 445 446 */ 447 void setAngularDamp(in double angular_damp) 448 { 449 checkClassBinding!(typeof(this))(); 450 ptrcall!(void)(GDNativeClassBinding.setAngularDamp, _godot_object, angular_damp); 451 } 452 /** 453 454 */ 455 void setAngularVelocity(in double angular_velocity) 456 { 457 checkClassBinding!(typeof(this))(); 458 ptrcall!(void)(GDNativeClassBinding.setAngularVelocity, _godot_object, angular_velocity); 459 } 460 /** 461 462 */ 463 void setAppliedForce(in Vector2 force) 464 { 465 checkClassBinding!(typeof(this))(); 466 ptrcall!(void)(GDNativeClassBinding.setAppliedForce, _godot_object, force); 467 } 468 /** 469 470 */ 471 void setAppliedTorque(in double torque) 472 { 473 checkClassBinding!(typeof(this))(); 474 ptrcall!(void)(GDNativeClassBinding.setAppliedTorque, _godot_object, torque); 475 } 476 /** 477 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. 478 */ 479 void setAxisVelocity(in Vector2 axis_velocity) 480 { 481 checkClassBinding!(typeof(this))(); 482 ptrcall!(void)(GDNativeClassBinding.setAxisVelocity, _godot_object, axis_velocity); 483 } 484 /** 485 486 */ 487 void setBounce(in double bounce) 488 { 489 checkClassBinding!(typeof(this))(); 490 ptrcall!(void)(GDNativeClassBinding.setBounce, _godot_object, bounce); 491 } 492 /** 493 494 */ 495 void setCanSleep(in bool able_to_sleep) 496 { 497 checkClassBinding!(typeof(this))(); 498 ptrcall!(void)(GDNativeClassBinding.setCanSleep, _godot_object, able_to_sleep); 499 } 500 /** 501 502 */ 503 void setContactMonitor(in bool enabled) 504 { 505 checkClassBinding!(typeof(this))(); 506 ptrcall!(void)(GDNativeClassBinding.setContactMonitor, _godot_object, enabled); 507 } 508 /** 509 510 */ 511 void setContinuousCollisionDetectionMode(in long mode) 512 { 513 checkClassBinding!(typeof(this))(); 514 ptrcall!(void)(GDNativeClassBinding.setContinuousCollisionDetectionMode, _godot_object, mode); 515 } 516 /** 517 518 */ 519 void setFriction(in double friction) 520 { 521 checkClassBinding!(typeof(this))(); 522 ptrcall!(void)(GDNativeClassBinding.setFriction, _godot_object, friction); 523 } 524 /** 525 526 */ 527 void setGravityScale(in double gravity_scale) 528 { 529 checkClassBinding!(typeof(this))(); 530 ptrcall!(void)(GDNativeClassBinding.setGravityScale, _godot_object, gravity_scale); 531 } 532 /** 533 534 */ 535 void setInertia(in double inertia) 536 { 537 checkClassBinding!(typeof(this))(); 538 ptrcall!(void)(GDNativeClassBinding.setInertia, _godot_object, inertia); 539 } 540 /** 541 542 */ 543 void setLinearDamp(in double linear_damp) 544 { 545 checkClassBinding!(typeof(this))(); 546 ptrcall!(void)(GDNativeClassBinding.setLinearDamp, _godot_object, linear_damp); 547 } 548 /** 549 550 */ 551 void setLinearVelocity(in Vector2 linear_velocity) 552 { 553 checkClassBinding!(typeof(this))(); 554 ptrcall!(void)(GDNativeClassBinding.setLinearVelocity, _godot_object, linear_velocity); 555 } 556 /** 557 558 */ 559 void setMass(in double mass) 560 { 561 checkClassBinding!(typeof(this))(); 562 ptrcall!(void)(GDNativeClassBinding.setMass, _godot_object, mass); 563 } 564 /** 565 566 */ 567 void setMaxContactsReported(in long amount) 568 { 569 checkClassBinding!(typeof(this))(); 570 ptrcall!(void)(GDNativeClassBinding.setMaxContactsReported, _godot_object, amount); 571 } 572 /** 573 574 */ 575 void setMode(in long mode) 576 { 577 checkClassBinding!(typeof(this))(); 578 ptrcall!(void)(GDNativeClassBinding.setMode, _godot_object, mode); 579 } 580 /** 581 582 */ 583 void setPhysicsMaterialOverride(PhysicsMaterial physics_material_override) 584 { 585 checkClassBinding!(typeof(this))(); 586 ptrcall!(void)(GDNativeClassBinding.setPhysicsMaterialOverride, _godot_object, physics_material_override); 587 } 588 /** 589 590 */ 591 void setSleeping(in bool sleeping) 592 { 593 checkClassBinding!(typeof(this))(); 594 ptrcall!(void)(GDNativeClassBinding.setSleeping, _godot_object, sleeping); 595 } 596 /** 597 598 */ 599 void setUseCustomIntegrator(in bool enable) 600 { 601 checkClassBinding!(typeof(this))(); 602 ptrcall!(void)(GDNativeClassBinding.setUseCustomIntegrator, _godot_object, enable); 603 } 604 /** 605 606 */ 607 void setWeight(in double weight) 608 { 609 checkClassBinding!(typeof(this))(); 610 ptrcall!(void)(GDNativeClassBinding.setWeight, _godot_object, weight); 611 } 612 /** 613 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 $(D Physics2DTestMotionResult), which contains additional information about the collision (should there be one). 614 */ 615 bool testMotion(in Vector2 motion, in bool infinite_inertia = true, in double margin = 0.08, Physics2DTestMotionResult result = Physics2DTestMotionResult.init) 616 { 617 checkClassBinding!(typeof(this))(); 618 return ptrcall!(bool)(GDNativeClassBinding.testMotion, _godot_object, motion, infinite_inertia, margin, result); 619 } 620 /** 621 Damps the body's $(D angularVelocity). If `-1`, the body will use the $(B Default Angular Damp) defined in $(B Project > Project Settings > Physics > 2d). 622 See $(D ProjectSettings.physics/2d/defaultAngularDamp) for more details about damping. 623 */ 624 @property double angularDamp() 625 { 626 return getAngularDamp(); 627 } 628 /// ditto 629 @property void angularDamp(double v) 630 { 631 setAngularDamp(v); 632 } 633 /** 634 The body's rotational velocity. 635 */ 636 @property double angularVelocity() 637 { 638 return getAngularVelocity(); 639 } 640 /// ditto 641 @property void angularVelocity(double v) 642 { 643 setAngularVelocity(v); 644 } 645 /** 646 The body's total applied force. 647 */ 648 @property Vector2 appliedForce() 649 { 650 return getAppliedForce(); 651 } 652 /// ditto 653 @property void appliedForce(Vector2 v) 654 { 655 setAppliedForce(v); 656 } 657 /** 658 The body's total applied torque. 659 */ 660 @property double appliedTorque() 661 { 662 return getAppliedTorque(); 663 } 664 /// ditto 665 @property void appliedTorque(double v) 666 { 667 setAppliedTorque(v); 668 } 669 /** 670 The body's bounciness. Values range from `0` (no bounce) to `1` (full bounciness). 671 Deprecated, use $(D PhysicsMaterial.bounce) instead via $(D physicsMaterialOverride). 672 */ 673 @property double bounce() 674 { 675 return getBounce(); 676 } 677 /// ditto 678 @property void bounce(double v) 679 { 680 setBounce(v); 681 } 682 /** 683 If `true`, the body can enter sleep mode when there is no movement. See $(D sleeping). 684 $(B Note:) A RigidBody2D will never enter sleep mode automatically if its $(D mode) is $(D constant MODE_CHARACTER). It can still be put to sleep manually by setting its $(D sleeping) property to `true`. 685 */ 686 @property bool canSleep() 687 { 688 return isAbleToSleep(); 689 } 690 /// ditto 691 @property void canSleep(bool v) 692 { 693 setCanSleep(v); 694 } 695 /** 696 If `true`, the body will emit signals when it collides with another RigidBody2D. See also $(D contactsReported). 697 */ 698 @property bool contactMonitor() 699 { 700 return isContactMonitorEnabled(); 701 } 702 /// ditto 703 @property void contactMonitor(bool v) 704 { 705 setContactMonitor(v); 706 } 707 /** 708 The maximum number of contacts that will be recorded. Requires $(D contactMonitor) to be set to `true`. 709 $(B 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). 710 */ 711 @property long contactsReported() 712 { 713 return getMaxContactsReported(); 714 } 715 /// ditto 716 @property void contactsReported(long v) 717 { 718 setMaxContactsReported(v); 719 } 720 /** 721 Continuous collision detection mode. 722 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 $(D ccdmode) for details. 723 */ 724 @property RigidBody2D.CCDMode continuousCd() 725 { 726 return getContinuousCollisionDetectionMode(); 727 } 728 /// ditto 729 @property void continuousCd(long v) 730 { 731 setContinuousCollisionDetectionMode(v); 732 } 733 /** 734 If `true`, internal force integration is disabled for this body. Aside from collision response, the body will only move as determined by the $(D _integrateForces) function. 735 */ 736 @property bool customIntegrator() 737 { 738 return isUsingCustomIntegrator(); 739 } 740 /// ditto 741 @property void customIntegrator(bool v) 742 { 743 setUseCustomIntegrator(v); 744 } 745 /** 746 The body's friction. Values range from `0` (frictionless) to `1` (maximum friction). 747 Deprecated, use $(D PhysicsMaterial.friction) instead via $(D physicsMaterialOverride). 748 */ 749 @property double friction() 750 { 751 return getFriction(); 752 } 753 /// ditto 754 @property void friction(double v) 755 { 756 setFriction(v); 757 } 758 /** 759 Multiplies the gravity applied to the body. The body's gravity is calculated from the $(B Default Gravity) value in $(B Project > Project Settings > Physics > 2d) and/or any additional gravity vector applied by $(D Area2D)s. 760 */ 761 @property double gravityScale() 762 { 763 return getGravityScale(); 764 } 765 /// ditto 766 @property void gravityScale(double v) 767 { 768 setGravityScale(v); 769 } 770 /** 771 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. 772 */ 773 @property double inertia() 774 { 775 return getInertia(); 776 } 777 /// ditto 778 @property void inertia(double v) 779 { 780 setInertia(v); 781 } 782 /** 783 Damps the body's $(D linearVelocity). If `-1`, the body will use the $(B Default Linear Damp) in $(B Project > Project Settings > Physics > 2d). 784 See $(D ProjectSettings.physics/2d/defaultLinearDamp) for more details about damping. 785 */ 786 @property double linearDamp() 787 { 788 return getLinearDamp(); 789 } 790 /// ditto 791 @property void linearDamp(double v) 792 { 793 setLinearDamp(v); 794 } 795 /** 796 The body's linear velocity. 797 */ 798 @property Vector2 linearVelocity() 799 { 800 return getLinearVelocity(); 801 } 802 /// ditto 803 @property void linearVelocity(Vector2 v) 804 { 805 setLinearVelocity(v); 806 } 807 /** 808 The body's mass. 809 */ 810 @property double mass() 811 { 812 return getMass(); 813 } 814 /// ditto 815 @property void mass(double v) 816 { 817 setMass(v); 818 } 819 /** 820 The body's mode. See $(D mode) for possible values. 821 */ 822 @property RigidBody2D.Mode mode() 823 { 824 return getMode(); 825 } 826 /// ditto 827 @property void mode(long v) 828 { 829 setMode(v); 830 } 831 /** 832 The physics material override for the body. 833 If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one. 834 */ 835 @property PhysicsMaterial physicsMaterialOverride() 836 { 837 return getPhysicsMaterialOverride(); 838 } 839 /// ditto 840 @property void physicsMaterialOverride(PhysicsMaterial v) 841 { 842 setPhysicsMaterialOverride(v); 843 } 844 /** 845 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 $(D applyImpulse) or $(D addForce) methods. 846 */ 847 @property bool sleeping() 848 { 849 return isSleeping(); 850 } 851 /// ditto 852 @property void sleeping(bool v) 853 { 854 setSleeping(v); 855 } 856 /** 857 The body's weight based on its mass and the $(B Default Gravity) value in $(B Project > Project Settings > Physics > 2d). 858 */ 859 @property double weight() 860 { 861 return getWeight(); 862 } 863 /// ditto 864 @property void weight(double v) 865 { 866 setWeight(v); 867 } 868 }