RigidBody2D¶
Inherits: PhysicsBody2D < CollisionObject2D < Node2D < CanvasItem < Node < Object
A body that is controlled by the 2D physics engine.
Description¶
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 _integrate_forces, 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 custom_integrator.
The center of mass is always located at the node's origin without taking into account the CollisionShape2D centroid offsets.
Tutorials¶
Properties¶
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Methods¶
void |
_integrate_forces ( Physics2DDirectBodyState state ) virtual |
void |
add_central_force ( Vector2 force ) |
void |
|
void |
add_torque ( float torque ) |
void |
apply_central_impulse ( Vector2 impulse ) |
void |
apply_impulse ( Vector2 offset, Vector2 impulse ) |
void |
apply_torque_impulse ( float torque ) |
get_colliding_bodies ( ) const |
|
void |
set_axis_velocity ( Vector2 axis_velocity ) |
test_motion ( Vector2 motion, bool infinite_inertia=true, float margin=0.08, Physics2DTestMotionResult result=null ) |
Signals¶
body_entered ( Node body )
Emitted when a collision with another PhysicsBody2D or TileMap occurs. Requires contact_monitor to be set to true
and contacts_reported to be set high enough to detect all the collisions. TileMaps are detected if the TileSet has Collision Shape2Ds.
body
the Node, if it exists in the tree, of the other PhysicsBody2D or TileMap.
body_exited ( Node body )
Emitted when the collision with another PhysicsBody2D or TileMap ends. Requires contact_monitor to be set to true
and contacts_reported to be set high enough to detect all the collisions. TileMaps are detected if the TileSet has Collision Shape2Ds.
body
the Node, if it exists in the tree, of the other PhysicsBody2D or TileMap.
body_shape_entered ( RID body_rid, Node body, int body_shape_index, int local_shape_index )
Emitted when one of this RigidBody2D's Shape2Ds collides with another PhysicsBody2D or TileMap's Shape2Ds. Requires contact_monitor to be set to true
and contacts_reported to be set high enough to detect all the collisions. TileMaps are detected if the TileSet has Collision Shape2Ds.
body_rid
the RID of the other PhysicsBody2D or TileSet's CollisionObject2D used by the Physics2DServer.
body
the Node, if it exists in the tree, of the other PhysicsBody2D or TileMap.
body_shape_index
the index of the Shape2D of the other PhysicsBody2D or TileMap.
local_shape_index
the index of the Shape2D of this RigidBody2D.
Example of getting the CollisionShape2D node from the shape index:
var body_shape_owner = body.shape_find_owner(body_shape_index)
var body_shape_node = body.shape_owner_get_owner(body_shape_owner)
var local_shape_owner = shape_find_owner(local_shape_index)
var local_shape_node = shape_owner_get_owner(local_shape_owner)
body_shape_exited ( RID body_rid, Node body, int body_shape_index, int local_shape_index )
Emitted when the collision between one of this RigidBody2D's Shape2Ds and another PhysicsBody2D or TileMap's Shape2Ds ends. Requires contact_monitor to be set to true
and contacts_reported to be set high enough to detect all the collisions. TileMaps are detected if the TileSet has Collision Shape2Ds.
body_rid
the RID of the other PhysicsBody2D or TileSet's CollisionObject2D used by the Physics2DServer.
body
the Node, if it exists in the tree, of the other PhysicsBody2D or TileMap.
body_shape_index
the index of the Shape2D of the other PhysicsBody2D or TileMap.
local_shape_index
the index of the Shape2D of this RigidBody2D.
See also body_shape_entered.
sleeping_state_changed ( )
Emitted when the physics engine changes the body's sleeping state.
Note: Changing the value sleeping will not trigger this signal. It is only emitted if the sleeping state is changed by the physics engine or emit_signal("sleeping_state_changed")
is used.
Enumerations¶
enum Mode:
Mode MODE_RIGID = 0
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.
Mode MODE_STATIC = 1
Static mode. The body behaves like a StaticBody2D and does not move.
Mode MODE_CHARACTER = 2
Character mode. Similar to MODE_RIGID, but the body can not rotate.
Mode MODE_KINEMATIC = 3
Kinematic mode. The body behaves like a KinematicBody2D, and must be moved by code.
enum CCDMode:
CCDMode CCD_MODE_DISABLED = 0
Continuous collision detection disabled. This is the fastest way to detect body collisions, but can miss small, fast-moving objects.
CCDMode CCD_MODE_CAST_RAY = 1
Continuous collision detection enabled using raycasting. This is faster than shapecasting but less precise.
CCDMode CCD_MODE_CAST_SHAPE = 2
Continuous collision detection enabled using shapecasting. This is the slowest CCD method and the most precise.
Property Descriptions¶
float angular_damp = -1.0
Damps the body's angular_velocity. If -1
, the body will use the Default Angular Damp defined in Project > Project Settings > Physics > 2d. If greater than -1
it will be added to the default project value.
See ProjectSettings.physics/2d/default_angular_damp for more details about damping.
float angular_velocity = 0.0
The body's rotational velocity in radians per second.
Vector2 applied_force = Vector2( 0, 0 )
The body's total applied force.
float applied_torque = 0.0
The body's total applied torque.
float bounce
The body's bounciness. Values range from 0
(no bounce) to 1
(full bounciness).
Deprecated, use PhysicsMaterial.bounce instead via physics_material_override.
bool can_sleep = true
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 MODE_CHARACTER. It can still be put to sleep manually by setting its sleeping property to true
.
bool contact_monitor = false
If true
, the body will emit signals when it collides with another RigidBody2D. See also contacts_reported.
int contacts_reported = 0
The maximum number of contacts that will be recorded. Requires contact_monitor 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).
CCDMode continuous_cd = 0
void set_continuous_collision_detection_mode ( CCDMode value )
CCDMode get_continuous_collision_detection_mode ( )
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.
bool custom_integrator = false
If true
, internal force integration is disabled for this body. Aside from collision response, the body will only move as determined by the _integrate_forces function.
float friction
The body's friction. Values range from 0
(frictionless) to 1
(maximum friction).
Deprecated, use PhysicsMaterial.friction instead via physics_material_override.
float gravity_scale = 1.0
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.
float inertia
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.
float linear_damp = -1.0
Damps the body's linear_velocity. If -1
, the body will use the Default Linear Damp in Project > Project Settings > Physics > 2d. If greater than -1
it will be added to the default project value.
See ProjectSettings.physics/2d/default_linear_damp for more details about damping.
Vector2 linear_velocity = Vector2( 0, 0 )
The body's linear velocity in pixels per second. Can be used sporadically, but don't set this every frame, because physics may run in another thread and runs at a different granularity. Use _integrate_forces as your process loop for precise control of the body state.
float mass = 1.0
The body's mass.
Mode mode = 0
The body's mode. See Mode for possible values.
PhysicsMaterial physics_material_override
void set_physics_material_override ( PhysicsMaterial value )
PhysicsMaterial get_physics_material_override ( )
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.
bool sleeping = false
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 apply_impulse or add_force methods.
float weight = 9.8
The body's weight based on its mass and the Default Gravity value in Project > Project Settings > Physics > 2d.
Method Descriptions¶
void _integrate_forces ( Physics2DDirectBodyState state ) virtual
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 custom_integrator allows you to disable the default behavior and write custom force integration for a body.
void add_central_force ( Vector2 force )
Adds a constant directional force without affecting rotation.
void add_force ( 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.
void add_torque ( float torque )
Adds a constant rotational force.
void apply_central_impulse ( Vector2 impulse )
Applies a directional impulse without affecting rotation.
void apply_impulse ( 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.
void apply_torque_impulse ( float torque )
Applies a rotational impulse to the body.
Array get_colliding_bodies ( ) const
Returns a list of the bodies colliding with this one. Requires contact_monitor to be set to true
and contacts_reported 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.
void set_axis_velocity ( 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.
bool test_motion ( Vector2 motion, bool infinite_inertia=true, float margin=0.08, Physics2DTestMotionResult result=null )
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).