Physics2DServer¶
Inherits: Object
Inherited By: Physics2DServerSW
Category: Core
Brief Description¶
Physics 2D Server.
Member Functions¶
Numeric Constants¶
- SPACE_PARAM_CONTACT_RECYCLE_RADIUS = 0 — Constant to set/get the maximum distance a pair of bodies has to move before their collision status has to be recalculated.
- SPACE_PARAM_CONTACT_MAX_SEPARATION = 1 — Constant to set/get the maximum distance a shape can be from another before they are considered separated.
- SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION = 2 — Constant to set/get the maximum distance a shape can penetrate another shape before it is considered a collision.
- SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_TRESHOLD = 3 — Constant to set/get the linear velocity threshold. Bodies slower than this will be marked as potentially inactive.
- SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_TRESHOLD = 4 — Constant to set/get the angular velocity threshold. Bodies slower than this will be marked as potentially inactive.
- SPACE_PARAM_BODY_TIME_TO_SLEEP = 5 — Constant to set/get the maximum time of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after this time.
- SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS = 6 — Constant to set/get the default solver bias for all physics constraints. A solver bias is a factor controlling how much two objects “rebound”, after violating a constraint, to avoid leaving them in that state because of numerical imprecision.
- SHAPE_LINE = 0 — This is the constant for creating line shapes. A line shape is an infinite line with an origin point, and a normal. Thus, it can be used for front/behind checks.
- SHAPE_SEGMENT = 2 — This is the constant for creating segment shapes. A segment shape is a line from a point A to a point B. It can be checked for intersections.
- SHAPE_CIRCLE = 3 — This is the constant for creating circle shapes. A circle shape only has a radius. It can be used for intersections and inside/outside checks.
- SHAPE_RECTANGLE = 4 — This is the constant for creating rectangle shapes. A rectangle shape is defined by a width and a height. It can be used for intersections and inside/outside checks.
- SHAPE_CAPSULE = 5 — This is the constant for creating capsule shapes. A capsule shape is defined by a radius and a length. It can be used for intersections and inside/outside checks.
- SHAPE_CONVEX_POLYGON = 6 — This is the constant for creating convex polygon shapes. A polygon is defined by a list of points. It can be used for intersections and inside/outside checks. Unlike the method CollisionPolygon2D.set_polygon, polygons modified with shape_set_data do not verify that the points supplied form, in fact, a convex polygon.
- SHAPE_CONCAVE_POLYGON = 7 — This is the constant for creating concave polygon shapes. A polygon is defined by a list of points. It can be used for intersections checks, but not for inside/outside checks.
- SHAPE_CUSTOM = 8 — This constant is used internally by the engine. Any attempt to create this kind of shape results in an error.
- AREA_PARAM_GRAVITY = 0 — Constant to set/get gravity strength in an area.
- AREA_PARAM_GRAVITY_VECTOR = 1 — Constant to set/get gravity vector/center in an area.
- AREA_PARAM_GRAVITY_IS_POINT = 2 — Constant to set/get whether the gravity vector of an area is a direction, or a center point.
- AREA_PARAM_GRAVITY_DISTANCE_SCALE = 3 — Constant to set/get the falloff factor for point gravity of an area. The greater this value is, the faster the strength of gravity decreases with the square of distance.
- AREA_PARAM_GRAVITY_POINT_ATTENUATION = 4 — This constant was used to set/get the falloff factor for point gravity. It has been superseded by AREA_PARAM_GRAVITY_DISTANCE_SCALE.
- AREA_PARAM_LINEAR_DAMP = 5 — Constant to set/get the linear dampening factor of an area.
- AREA_PARAM_ANGULAR_DAMP = 6 — Constant to set/get the angular dampening factor of an area.
- AREA_PARAM_PRIORITY = 7 — Constant to set/get the priority (order of processing) of an area.
- AREA_SPACE_OVERRIDE_DISABLED = 0 — This area does not affect gravity/damp. These are generally areas that exist only to detect collisions, and objects entering or exiting them.
- AREA_SPACE_OVERRIDE_COMBINE = 1 — This area adds its gravity/damp values to whatever has been calculated so far. This way, many overlapping areas can combine their physics to make interesting effects.
- AREA_SPACE_OVERRIDE_COMBINE_REPLACE = 2 — This area adds its gravity/damp values to whatever has been calculated so far. Then stops taking into account the rest of the areas, even the default one.
- AREA_SPACE_OVERRIDE_REPLACE = 3 — This area replaces any gravity/damp, even the default one, and stops taking into account the rest of the areas.
- AREA_SPACE_OVERRIDE_REPLACE_COMBINE = 4 — This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one.
- BODY_MODE_STATIC = 0 — Constant for static bodies.
- BODY_MODE_KINEMATIC = 1 — Constant for kinematic bodies.
- BODY_MODE_RIGID = 2 — Constant for rigid bodies.
- BODY_MODE_CHARACTER = 3 — Constant for rigid bodies in character mode. In this mode, a body can not rotate, and only its linear velocity is affected by physics.
- BODY_PARAM_BOUNCE = 0 — Constant to set/get a body’s bounce factor.
- BODY_PARAM_FRICTION = 1 — Constant to set/get a body’s friction.
- BODY_PARAM_MASS = 2 — Constant to set/get a body’s mass.
- BODY_PARAM_GRAVITY_SCALE = 3 — Constant to set/get a body’s gravity multiplier.
- BODY_PARAM_LINEAR_DAMP = 4 — Constant to set/get a body’s linear dampening factor.
- BODY_PARAM_ANGULAR_DAMP = 5 — Constant to set/get a body’s angular dampening factor.
- BODY_PARAM_MAX = 6 — This is the last ID for body parameters. Any attempt to set this property is ignored. Any attempt to get it returns 0.
- BODY_STATE_TRANSFORM = 0 — Constant to set/get the current transform matrix of the body.
- BODY_STATE_LINEAR_VELOCITY = 1 — Constant to set/get the current linear velocity of the body.
- BODY_STATE_ANGULAR_VELOCITY = 2 — Constant to set/get the current angular velocity of the body.
- BODY_STATE_SLEEPING = 3 — Constant to sleep/wake up a body, or to get whether it is sleeping.
- BODY_STATE_CAN_SLEEP = 4 — Constant to set/get whether the body can sleep.
- JOINT_PIN = 0 — Constant to create pin joints.
- JOINT_GROOVE = 1 — Constant to create groove joints.
- JOINT_DAMPED_SPRING = 2 — Constant to create damped spring joints.
- DAMPED_STRING_REST_LENGTH = 0 — Set the resting length of the spring joint. The joint will always try to go to back this length when pulled apart.
- DAMPED_STRING_STIFFNESS = 1 — Set the stiffness of the spring joint. The joint applies a force equal to the stiffness times the distance from its resting length.
- DAMPED_STRING_DAMPING = 2 — Set the damping ratio of the spring joint. A value of 0 indicates an undamped spring, while 1 causes the system to reach equilibrium as fast as possible (critical damping).
- CCD_MODE_DISABLED = 0 — Disables continuous collision detection. This is the fastest way to detect body collisions, but can miss small, fast-moving objects.
- CCD_MODE_CAST_RAY = 1 — Enables continuous collision detection by raycasting. It is faster than shapecasting, but less precise.
- CCD_MODE_CAST_SHAPE = 2 — Enables continuous collision detection by shapecasting. It is the slowest CCD method, and the most precise.
- AREA_BODY_ADDED = 0 — The value of the first parameter and area callback function receives, when an object enters one of its shapes.
- AREA_BODY_REMOVED = 1 — The value of the first parameter and area callback function receives, when an object exits one of its shapes.
- INFO_ACTIVE_OBJECTS = 0 — Constant to get the number of objects that are not sleeping.
- INFO_COLLISION_PAIRS = 1 — Constant to get the number of possible collisions.
- INFO_ISLAND_COUNT = 2 — Constant to get the number of space regions where a collision could occur.
Description¶
Physics 2D Server is the server responsible for all 2D physics. It can create many kinds of physics objects, but does not insert them on the node tree.
Member Function Description¶
Add a shape to the area, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index.
Assign the area to a descendant of Object, so it can exist in the node tree.
- void area_clear_shapes ( RID area )
Remove all shapes from an area. It does not delete the shapes, so they can be reassigned later.
- RID area_create ( )
Create an Area2D.
Get the instance ID of the object the area is assigned to.
Return an area parameter value.
Return the RID of the nth shape of an area.
Return the number of shapes assigned to an area.
Return the transform matrix of a shape within an area.
Return the space assigned to the area.
Return the space override mode for the area.
Return the transform matrix for an area.
Remove a shape from an area. It does not delete the shape, so it can be reassigned later.
Set which physics layers the area will monitor.
Assign the area to one or many physics layers.
Set the function to call when any body/area enters or exits the area. This callback will be called for any object interacting with the area, and takes five parameters:
1: AREA_BODY_ADDED or AREA_BODY_REMOVED, depending on whether the object entered or exited the area.
2: RID of the object that entered/exited the area.
3: Instance ID of the object that entered/exited the area.
4: The shape index of the object that entered/exited the area.
5: The shape index of the area where the object entered/exited.
Set the value for an area parameter. A list of available parameters is on the AREA_PARAM_* constants.
Substitute a given area shape by another. The old shape is selected by its index, the new one by its RID.
Set the transform matrix for an area shape.
Assign a space to the area.
Set the space override mode for the area. The modes are described in the constants AREA_SPACE_OVERRIDE_*.
Set the transform matrix for an area.
Add a body to the list of bodies exempt from collisions.
Add a shape to the body, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index.
Add a positioned impulse to the applied force and torque. Both the force and the offset from the body origin are in global coordinates.
Assign the area to a descendant of Object, so it can exist in the node tree.
- void body_clear_shapes ( RID body )
Remove all shapes from a body.
Create a physics body. The first parameter can be any value from constants BODY_MODE*, for the type of body created. Additionally, the body can be created in sleeping state to save processing time.
Return the physics layer or layers a body can collide with.
Return the continuous collision detection mode.
Return the physics layer or layers a body belongs to.
Return the maximum contacts that can be reported. See body_set_max_contacts_reported.
Return the body mode.
Get the instance ID of the object the area is assigned to.
Return the direction used for one-way collision detection.
Return how far a body can go through the given one, when it allows one-way collisions.
Return the value of a body parameter.
Return the RID of the nth shape of a body.
Return the number of shapes assigned to a body.
Return the metadata of a shape of a body.
Return the transform matrix of a body shape.
Return the RID of the space assigned to a body.
Return a body state.
Return whether a body uses a callback function to calculate its own physics (see body_set_force_integration_callback).
Return whether a body’s shape is marked as a trigger.
Remove a body from the list of bodies exempt from collisions.
Remove a shape from a body. The shape is not deleted, so it can be reused afterwards.
Set an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.
Set the physics layer or layers a body can collide with.
Set the continuous collision detection mode from any of the CCD_MODE_* constants.
Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided.
- void body_set_force_integration_callback ( RID body, Object receiver, String method, var userdata=NULL )
Set the function used to calculate physics for an object, if that object allows it (see body_set_omit_force integration).
Set the physics layer or layers a body belongs to.
Set the maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0.
Set the body mode, from one of the constants BODY_MODE*.
Set whether a body uses a callback function to calculate its own physics (see body_set_force_integration_callback).
Set a direction in which bodies can go through the given one. If this value is different from (0,0), any movement within 90 degrees of this vector is considered a valid movement. Set this direction to (0,0) to disable one-way collisions.
Set how far a body can go through the given one, if it allows one-way collisions (see body_set_one_way_collision_direction).
Set a body parameter (see BODY_PARAM* constants).
Substitute a given body shape by another. The old shape is selected by its index, the new one by its RID.
Mark a body’s shape as a trigger. A trigger shape cannot affect other bodies, but detects other shapes entering and exiting it.
Set metadata of a shape within a body. This metadata is different from Object.set_meta, and can be retrieved on shape queries.
Set the transform matrix for a body shape.
Assign a space to the body (see create_space).
Set a body state (see BODY_STATE* constants).
- bool body_test_motion ( RID body, Vector2 motion, float margin=0.08, Physics2DTestMotionResult result=NULL )
Return whether a body can move in a given direction. Apart from the boolean return value, a Physics2DTestMotionResult can be passed to return additional information in.
Create a damped spring joint between two bodies. If not specified, the second body is assumed to be the joint itself.
Return the value of a damped spring joint parameter.
Set a damped spring joint parameter. Parameters are explained in the DAMPED_STRING* constants.
- void free_rid ( RID rid )
Destroy any of the objects created by Physics2DServer. If the RID passed is not one of the objects that can be created by Physics2DServer, an error will be sent to the console.
Return information about the current state of the 2D physics engine. The states are listed under the INFO_* constants.
- RID groove_joint_create ( Vector2 groove1_a, Vector2 groove2_a, Vector2 anchor_b, RID body_a=RID(), RID body_b=RID() )
Create a groove joint between two bodies. If not specified, the bodyies are assumed to be the joint itself.
Return the value of a joint parameter.
Return the type of a joint (see JOINT_* constants).
Set a joint parameter. Parameters are explained in the JOINT_PARAM* constants.
Create a pin joint between two bodies. If not specified, the second body is assumed to be the joint itself.
- void set_active ( bool active )
Activate or deactivate the 2D physics engine.
Create a shape of type SHAPE_*. Does not assign it to a body or an area. To do so, you must use area_set_shape or body_set_shape.
- void shape_get_data ( RID shape ) const
Return the shape data.
Return the type of shape (see SHAPE_* constants).
- void shape_set_data ( RID shape, var data )
Set the shape data that defines its shape and size. The data to be passed depends on the kind of shape created shape_get_type.
- RID space_create ( )
Create a space. A space is a collection of parameters for the physics engine that can be assigned to an area or a body. It can be assigned to an area with area_set_space, or to a body with body_set_space.
- Physics2DDirectSpaceState space_get_direct_state ( RID space )
Return the state of a space, a Physics2DDirectSpaceState. This object can be used to make collision/intersection queries.
Return the value of a space parameter.
Return whether the space is active.
Mark a space as active. It will not have an effect, unless it is assigned to an area or body.
Set the value for a space parameter. A list of available parameters is on the SPACE_PARAM_* constants.