Direct access object to a physics body in the [Physics2DServer].
Direct access object to a physics body in the [Physics2DServer]. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body.
Return the [RID] of the collider.
Return the object id of the collider.
Return the collider object, this depends on how it was created (will return a scene node if such was used to create it).
Return the contact position in the collider.
Return the collider shape index.
Return the metadata of the collided shape. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].
Return the linear velocity vector at contact point of the collider.
Return the amount of contacts this body has with other bodies. Note that by default this returns 0 unless bodies are configured to log contacts.
Return the local normal (of this body) of the contact point.
Return the local position (of this body) of the contact point.
Return the local shape index of the collision.
Return the current state of space, useful for queries.
Call the built-in force integration code.
- The angular velocity of the body.
- The inverse of the inertia of the body.
- The inverse of the mass of the body.
- The linear velocity of the body.
- [code]true[/code] if this body is currently sleeping (not active).
- The timestep (delta) used for the simulation.
- The rate at which the body stops rotating, if there are not any other forces moving it.
- The total gravity vector being currently applied to this body.
- The rate at which the body stops moving, if there are not any other forces moving it.
- The transformation matrix of the body.