godot/doc/classes/PhysicsServer2D.xml

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsServer2D" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Server interface for low-level 2D physics access.
</brief_description>
<description>
PhysicsServer2D 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.
</description>
<tutorials>
</tutorials>
<methods>
<method name="area_add_shape">
<return type="void" />
<param index="0" name="area" type="RID" />
<param index="1" name="shape" type="RID" />
<param index="2" name="transform" type="Transform2D" default="Transform2D(1, 0, 0, 1, 0, 0)" />
<param index="3" name="disabled" type="bool" default="false" />
<description>
Adds 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.
</description>
</method>
<method name="area_attach_canvas_instance_id">
<return type="void" />
<param index="0" name="area" type="RID" />
<param index="1" name="id" type="int" />
<description>
</description>
</method>
<method name="area_attach_object_instance_id">
<return type="void" />
<param index="0" name="area" type="RID" />
<param index="1" name="id" type="int" />
<description>
Assigns the area to a descendant of [Object], so it can exist in the node tree.
</description>
</method>
<method name="area_clear_shapes">
<return type="void" />
<param index="0" name="area" type="RID" />
<description>
Removes all shapes from an area. It does not delete the shapes, so they can be reassigned later.
</description>
</method>
<method name="area_create">
<return type="RID" />
<description>
Creates an [Area2D]. After creating an [Area2D] with this method, assign it to a space using [method area_set_space] to use the created [Area2D] in the physics world.
</description>
</method>
<method name="area_get_canvas_instance_id" qualifiers="const">
<return type="int" />
<param index="0" name="area" type="RID" />
<description>
</description>
</method>
<method name="area_get_object_instance_id" qualifiers="const">
<return type="int" />
<param index="0" name="area" type="RID" />
<description>
Gets the instance ID of the object the area is assigned to.
</description>
</method>
<method name="area_get_param" qualifiers="const">
<return type="Variant" />
<param index="0" name="area" type="RID" />
<param index="1" name="param" type="int" enum="PhysicsServer2D.AreaParameter" />
<description>
Returns an area parameter value. See [enum AreaParameter] for a list of available parameters.
</description>
</method>
<method name="area_get_shape" qualifiers="const">
<return type="RID" />
<param index="0" name="area" type="RID" />
<param index="1" name="shape_idx" type="int" />
<description>
Returns the [RID] of the nth shape of an area.
</description>
</method>
<method name="area_get_shape_count" qualifiers="const">
<return type="int" />
<param index="0" name="area" type="RID" />
<description>
Returns the number of shapes assigned to an area.
</description>
</method>
<method name="area_get_shape_transform" qualifiers="const">
<return type="Transform2D" />
<param index="0" name="area" type="RID" />
<param index="1" name="shape_idx" type="int" />
<description>
Returns the transform matrix of a shape within an area.
</description>
</method>
<method name="area_get_space" qualifiers="const">
<return type="RID" />
<param index="0" name="area" type="RID" />
<description>
Returns the space assigned to the area.
</description>
</method>
<method name="area_get_transform" qualifiers="const">
<return type="Transform2D" />
<param index="0" name="area" type="RID" />
<description>
Returns the transform matrix for an area.
</description>
</method>
<method name="area_remove_shape">
<return type="void" />
<param index="0" name="area" type="RID" />
<param index="1" name="shape_idx" type="int" />
<description>
Removes a shape from an area. It does not delete the shape, so it can be reassigned later.
</description>
</method>
<method name="area_set_area_monitor_callback">
<return type="void" />
<param index="0" name="area" type="RID" />
<param index="1" name="callback" type="Callable" />
<description>
</description>
</method>
<method name="area_set_collision_layer">
<return type="void" />
<param index="0" name="area" type="RID" />
<param index="1" name="layer" type="int" />
<description>
Assigns the area to one or many physics layers.
</description>
</method>
<method name="area_set_collision_mask">
<return type="void" />
<param index="0" name="area" type="RID" />
<param index="1" name="mask" type="int" />
<description>
Sets which physics layers the area will monitor.
</description>
</method>
<method name="area_set_monitor_callback">
<return type="void" />
<param index="0" name="area" type="RID" />
<param index="1" name="callback" type="Callable" />
<description>
Sets 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: [constant AREA_BODY_ADDED] or [constant 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.
</description>
</method>
<method name="area_set_monitorable">
<return type="void" />
<param index="0" name="area" type="RID" />
<param index="1" name="monitorable" type="bool" />
<description>
</description>
</method>
<method name="area_set_param">
<return type="void" />
<param index="0" name="area" type="RID" />
<param index="1" name="param" type="int" enum="PhysicsServer2D.AreaParameter" />
<param index="2" name="value" type="Variant" />
<description>
Sets the value for an area parameter. See [enum AreaParameter] for a list of available parameters.
</description>
</method>
<method name="area_set_shape">
<return type="void" />
<param index="0" name="area" type="RID" />
<param index="1" name="shape_idx" type="int" />
<param index="2" name="shape" type="RID" />
<description>
Substitutes a given area shape by another. The old shape is selected by its index, the new one by its [RID].
</description>
</method>
<method name="area_set_shape_disabled">
<return type="void" />
<param index="0" name="area" type="RID" />
<param index="1" name="shape_idx" type="int" />
<param index="2" name="disabled" type="bool" />
<description>
Disables a given shape in an area.
</description>
</method>
<method name="area_set_shape_transform">
<return type="void" />
<param index="0" name="area" type="RID" />
<param index="1" name="shape_idx" type="int" />
<param index="2" name="transform" type="Transform2D" />
<description>
Sets the transform matrix for an area shape.
</description>
</method>
<method name="area_set_space">
<return type="void" />
<param index="0" name="area" type="RID" />
<param index="1" name="space" type="RID" />
<description>
Assigns a space to the area.
</description>
</method>
<method name="area_set_transform">
<return type="void" />
<param index="0" name="area" type="RID" />
<param index="1" name="transform" type="Transform2D" />
<description>
Sets the transform matrix for an area.
</description>
</method>
<method name="body_add_collision_exception">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="excepted_body" type="RID" />
<description>
Adds a body to the list of bodies exempt from collisions.
</description>
</method>
<method name="body_add_constant_central_force">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="force" type="Vector2" />
<description>
Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with [code]body_set_constant_force(body, Vector2(0, 0))[/code].
This is equivalent to using [method body_add_constant_force] at the body's center of mass.
</description>
</method>
<method name="body_add_constant_force">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="force" type="Vector2" />
<param index="2" name="position" type="Vector2" default="Vector2(0, 0)" />
<description>
Adds a constant positioned force to the body that keeps being applied over time until cleared with [code]body_set_constant_force(body, Vector2(0, 0))[/code].
[param position] is the offset from the body origin in global coordinates.
</description>
</method>
<method name="body_add_constant_torque">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="torque" type="float" />
<description>
Adds a constant rotational force without affecting position that keeps being applied over time until cleared with [code]body_set_constant_torque(body, 0)[/code].
</description>
</method>
<method name="body_add_shape">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="shape" type="RID" />
<param index="2" name="transform" type="Transform2D" default="Transform2D(1, 0, 0, 1, 0, 0)" />
<param index="3" name="disabled" type="bool" default="false" />
<description>
Adds 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.
</description>
</method>
<method name="body_apply_central_force">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="force" type="Vector2" />
<description>
Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.
This is equivalent to using [method body_apply_force] at the body's center of mass.
</description>
</method>
<method name="body_apply_central_impulse">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="impulse" type="Vector2" />
<description>
Applies a directional impulse without affecting rotation.
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).
This is equivalent to using [method body_apply_impulse] at the body's center of mass.
</description>
</method>
<method name="body_apply_force">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="force" type="Vector2" />
<param index="2" name="position" type="Vector2" default="Vector2(0, 0)" />
<description>
Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.
[param position] is the offset from the body origin in global coordinates.
</description>
</method>
<method name="body_apply_impulse">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="impulse" type="Vector2" />
<param index="2" name="position" type="Vector2" default="Vector2(0, 0)" />
<description>
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).
[param position] is the offset from the body origin in global coordinates.
</description>
</method>
<method name="body_apply_torque">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="torque" type="float" />
<description>
Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
</description>
</method>
<method name="body_apply_torque_impulse">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="impulse" type="float" />
<description>
Applies a rotational impulse to the body without affecting the position.
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).
</description>
</method>
<method name="body_attach_canvas_instance_id">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="id" type="int" />
<description>
</description>
</method>
<method name="body_attach_object_instance_id">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="id" type="int" />
<description>
Assigns the area to a descendant of [Object], so it can exist in the node tree.
</description>
</method>
<method name="body_clear_shapes">
<return type="void" />
<param index="0" name="body" type="RID" />
<description>
Removes all shapes from a body.
</description>
</method>
<method name="body_create">
<return type="RID" />
<description>
Creates a physics body.
</description>
</method>
<method name="body_get_canvas_instance_id" qualifiers="const">
<return type="int" />
<param index="0" name="body" type="RID" />
<description>
</description>
</method>
<method name="body_get_collision_layer" qualifiers="const">
<return type="int" />
<param index="0" name="body" type="RID" />
<description>
Returns the physics layer or layers a body belongs to.
</description>
</method>
<method name="body_get_collision_mask" qualifiers="const">
<return type="int" />
<param index="0" name="body" type="RID" />
<description>
Returns the physics layer or layers a body can collide with.
</description>
</method>
<method name="body_get_collision_priority" qualifiers="const">
<return type="float" />
<param index="0" name="body" type="RID" />
<description>
Returns the body's collision priority.
</description>
</method>
<method name="body_get_constant_force" qualifiers="const">
<return type="Vector2" />
<param index="0" name="body" type="RID" />
<description>
Returns the body's total constant positional forces applied during each physics update.
See [method body_add_constant_force] and [method body_add_constant_central_force].
</description>
</method>
<method name="body_get_constant_torque" qualifiers="const">
<return type="float" />
<param index="0" name="body" type="RID" />
<description>
Returns the body's total constant rotational forces applied during each physics update.
See [method body_add_constant_torque].
</description>
</method>
<method name="body_get_continuous_collision_detection_mode" qualifiers="const">
<return type="int" enum="PhysicsServer2D.CCDMode" />
<param index="0" name="body" type="RID" />
<description>
Returns the continuous collision detection mode.
</description>
</method>
<method name="body_get_direct_state">
<return type="PhysicsDirectBodyState2D" />
<param index="0" name="body" type="RID" />
<description>
Returns the [PhysicsDirectBodyState2D] of the body. Returns [code]null[/code] if the body is destroyed or removed from the physics space.
</description>
</method>
<method name="body_get_max_contacts_reported" qualifiers="const">
<return type="int" />
<param index="0" name="body" type="RID" />
<description>
Returns the maximum contacts that can be reported. See [method body_set_max_contacts_reported].
</description>
</method>
<method name="body_get_mode" qualifiers="const">
<return type="int" enum="PhysicsServer2D.BodyMode" />
<param index="0" name="body" type="RID" />
<description>
Returns the body mode.
</description>
</method>
<method name="body_get_object_instance_id" qualifiers="const">
<return type="int" />
<param index="0" name="body" type="RID" />
<description>
Gets the instance ID of the object the area is assigned to.
</description>
</method>
<method name="body_get_param" qualifiers="const">
<return type="Variant" />
<param index="0" name="body" type="RID" />
<param index="1" name="param" type="int" enum="PhysicsServer2D.BodyParameter" />
<description>
Returns the value of a body parameter. See [enum BodyParameter] for a list of available parameters.
</description>
</method>
<method name="body_get_shape" qualifiers="const">
<return type="RID" />
<param index="0" name="body" type="RID" />
<param index="1" name="shape_idx" type="int" />
<description>
Returns the [RID] of the nth shape of a body.
</description>
</method>
<method name="body_get_shape_count" qualifiers="const">
<return type="int" />
<param index="0" name="body" type="RID" />
<description>
Returns the number of shapes assigned to a body.
</description>
</method>
<method name="body_get_shape_transform" qualifiers="const">
<return type="Transform2D" />
<param index="0" name="body" type="RID" />
<param index="1" name="shape_idx" type="int" />
<description>
Returns the transform matrix of a body shape.
</description>
</method>
<method name="body_get_space" qualifiers="const">
<return type="RID" />
<param index="0" name="body" type="RID" />
<description>
Returns the [RID] of the space assigned to a body.
</description>
</method>
<method name="body_get_state" qualifiers="const">
<return type="Variant" />
<param index="0" name="body" type="RID" />
<param index="1" name="state" type="int" enum="PhysicsServer2D.BodyState" />
<description>
Returns a body state.
</description>
</method>
<method name="body_is_omitting_force_integration" qualifiers="const">
<return type="bool" />
<param index="0" name="body" type="RID" />
<description>
Returns whether a body uses a callback function to calculate its own physics (see [method body_set_force_integration_callback]).
</description>
</method>
<method name="body_remove_collision_exception">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="excepted_body" type="RID" />
<description>
Removes a body from the list of bodies exempt from collisions.
</description>
</method>
<method name="body_remove_shape">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="shape_idx" type="int" />
<description>
Removes a shape from a body. The shape is not deleted, so it can be reused afterwards.
</description>
</method>
<method name="body_reset_mass_properties">
<return type="void" />
<param index="0" name="body" type="RID" />
<description>
Restores the default inertia and center of mass based on shapes to cancel any custom values previously set using [method body_set_param].
</description>
</method>
<method name="body_set_axis_velocity">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="axis_velocity" type="Vector2" />
<description>
Sets an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.
</description>
</method>
<method name="body_set_collision_layer">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="layer" type="int" />
<description>
Sets the physics layer or layers a body belongs to.
</description>
</method>
<method name="body_set_collision_mask">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="mask" type="int" />
<description>
Sets the physics layer or layers a body can collide with.
</description>
</method>
<method name="body_set_collision_priority">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="priority" type="float" />
<description>
Sets the body's collision priority.
</description>
</method>
<method name="body_set_constant_force">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="force" type="Vector2" />
<description>
Sets the body's total constant positional forces applied during each physics update.
See [method body_add_constant_force] and [method body_add_constant_central_force].
</description>
</method>
<method name="body_set_constant_torque">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="torque" type="float" />
<description>
Sets the body's total constant rotational forces applied during each physics update.
See [method body_add_constant_torque].
</description>
</method>
<method name="body_set_continuous_collision_detection_mode">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="mode" type="int" enum="PhysicsServer2D.CCDMode" />
<description>
Sets the continuous collision detection mode using one of the [enum CCDMode] constants.
Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided.
</description>
</method>
<method name="body_set_force_integration_callback">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="callable" type="Callable" />
<param index="2" name="userdata" type="Variant" default="null" />
<description>
Sets the function used to calculate physics for an object, if that object allows it (see [method body_set_omit_force_integration]).
The force integration function takes 2 arguments:
[code]state:[/code] [PhysicsDirectBodyState2D] used to retrieve and modify the body's state.
[code]userdata:[/code] Optional user data, if it was passed when calling [code]body_set_force_integration_callback[/code].
</description>
</method>
<method name="body_set_max_contacts_reported">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="amount" type="int" />
<description>
Sets the maximum contacts to report. Bodies can keep a log of the contacts with other bodies. This is enabled by setting the maximum number of contacts reported to a number greater than 0.
</description>
</method>
<method name="body_set_mode">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="mode" type="int" enum="PhysicsServer2D.BodyMode" />
<description>
Sets the body mode using one of the [enum BodyMode] constants.
</description>
</method>
<method name="body_set_omit_force_integration">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="enable" type="bool" />
<description>
Sets whether a body uses a callback function to calculate its own physics (see [method body_set_force_integration_callback]).
</description>
</method>
<method name="body_set_param">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="param" type="int" enum="PhysicsServer2D.BodyParameter" />
<param index="2" name="value" type="Variant" />
<description>
Sets a body parameter. See [enum BodyParameter] for a list of available parameters.
</description>
</method>
<method name="body_set_shape">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="shape_idx" type="int" />
<param index="2" name="shape" type="RID" />
<description>
Substitutes a given body shape by another. The old shape is selected by its index, the new one by its [RID].
</description>
</method>
<method name="body_set_shape_as_one_way_collision">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="shape_idx" type="int" />
<param index="2" name="enable" type="bool" />
<param index="3" name="margin" type="float" />
<description>
Enables one way collision on body if [param enable] is [code]true[/code].
</description>
</method>
<method name="body_set_shape_disabled">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="shape_idx" type="int" />
<param index="2" name="disabled" type="bool" />
<description>
Disables shape in body if [param disabled] is [code]true[/code].
</description>
</method>
<method name="body_set_shape_transform">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="shape_idx" type="int" />
<param index="2" name="transform" type="Transform2D" />
<description>
Sets the transform matrix for a body shape.
</description>
</method>
<method name="body_set_space">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="space" type="RID" />
<description>
Assigns a space to the body (see [method space_create]).
</description>
</method>
<method name="body_set_state">
<return type="void" />
<param index="0" name="body" type="RID" />
<param index="1" name="state" type="int" enum="PhysicsServer2D.BodyState" />
<param index="2" name="value" type="Variant" />
<description>
Sets a body state using one of the [enum BodyState] constants.
Note that the method doesn't take effect immediately. The state will change on the next physics frame.
</description>
</method>
<method name="body_test_motion">
<return type="bool" />
<param index="0" name="body" type="RID" />
<param index="1" name="parameters" type="PhysicsTestMotionParameters2D" />
<param index="2" name="result" type="PhysicsTestMotionResult2D" default="null" />
<description>
Returns [code]true[/code] if a collision would result from moving along a motion vector from a given point in space. [PhysicsTestMotionParameters2D] is passed to set motion parameters. [PhysicsTestMotionResult2D] can be passed to return additional information.
</description>
</method>
<method name="capsule_shape_create">
<return type="RID" />
<description>
</description>
</method>
<method name="circle_shape_create">
<return type="RID" />
<description>
</description>
</method>
<method name="concave_polygon_shape_create">
<return type="RID" />
<description>
</description>
</method>
<method name="convex_polygon_shape_create">
<return type="RID" />
<description>
</description>
</method>
<method name="damped_spring_joint_get_param" qualifiers="const">
<return type="float" />
<param index="0" name="joint" type="RID" />
<param index="1" name="param" type="int" enum="PhysicsServer2D.DampedSpringParam" />
<description>
Returns the value of a damped spring joint parameter. See [enum DampedSpringParam] for a list of available parameters.
</description>
</method>
<method name="damped_spring_joint_set_param">
<return type="void" />
<param index="0" name="joint" type="RID" />
<param index="1" name="param" type="int" enum="PhysicsServer2D.DampedSpringParam" />
<param index="2" name="value" type="float" />
<description>
Sets a damped spring joint parameter. See [enum DampedSpringParam] for a list of available parameters.
</description>
</method>
<method name="free_rid">
<return type="void" />
<param index="0" name="rid" type="RID" />
<description>
Destroys any of the objects created by PhysicsServer2D. If the [RID] passed is not one of the objects that can be created by PhysicsServer2D, an error will be sent to the console.
</description>
</method>
<method name="get_process_info">
<return type="int" />
<param index="0" name="process_info" type="int" enum="PhysicsServer2D.ProcessInfo" />
<description>
Returns information about the current state of the 2D physics engine. See [enum ProcessInfo] for a list of available states.
</description>
</method>
<method name="joint_clear">
<return type="void" />
<param index="0" name="joint" type="RID" />
<description>
</description>
</method>
<method name="joint_create">
<return type="RID" />
<description>
</description>
</method>
<method name="joint_get_param" qualifiers="const">
<return type="float" />
<param index="0" name="joint" type="RID" />
<param index="1" name="param" type="int" enum="PhysicsServer2D.JointParam" />
<description>
Returns the value of a joint parameter.
</description>
</method>
<method name="joint_get_type" qualifiers="const">
<return type="int" enum="PhysicsServer2D.JointType" />
<param index="0" name="joint" type="RID" />
<description>
Returns a joint's type (see [enum JointType]).
</description>
</method>
<method name="joint_make_damped_spring">
<return type="void" />
<param index="0" name="joint" type="RID" />
<param index="1" name="anchor_a" type="Vector2" />
<param index="2" name="anchor_b" type="Vector2" />
<param index="3" name="body_a" type="RID" />
<param index="4" name="body_b" type="RID" />
<description>
</description>
</method>
<method name="joint_make_groove">
<return type="void" />
<param index="0" name="joint" type="RID" />
<param index="1" name="groove1_a" type="Vector2" />
<param index="2" name="groove2_a" type="Vector2" />
<param index="3" name="anchor_b" type="Vector2" />
<param index="4" name="body_a" type="RID" />
<param index="5" name="body_b" type="RID" />
<description>
</description>
</method>
<method name="joint_make_pin">
<return type="void" />
<param index="0" name="joint" type="RID" />
<param index="1" name="anchor" type="Vector2" />
<param index="2" name="body_a" type="RID" />
<param index="3" name="body_b" type="RID" />
<description>
</description>
</method>
<method name="joint_set_param">
<return type="void" />
<param index="0" name="joint" type="RID" />
<param index="1" name="param" type="int" enum="PhysicsServer2D.JointParam" />
<param index="2" name="value" type="float" />
<description>
Sets a joint parameter. See [enum JointParam] for a list of available parameters.
</description>
</method>
<method name="rectangle_shape_create">
<return type="RID" />
<description>
</description>
</method>
<method name="segment_shape_create">
<return type="RID" />
<description>
</description>
</method>
<method name="separation_ray_shape_create">
<return type="RID" />
<description>
</description>
</method>
<method name="set_active">
<return type="void" />
<param index="0" name="active" type="bool" />
<description>
Activates or deactivates the 2D physics engine.
</description>
</method>
<method name="shape_get_data" qualifiers="const">
<return type="Variant" />
<param index="0" name="shape" type="RID" />
<description>
Returns the shape data.
</description>
</method>
<method name="shape_get_type" qualifiers="const">
<return type="int" enum="PhysicsServer2D.ShapeType" />
<param index="0" name="shape" type="RID" />
<description>
Returns a shape's type (see [enum ShapeType]).
</description>
</method>
<method name="shape_set_data">
<return type="void" />
<param index="0" name="shape" type="RID" />
<param index="1" name="data" type="Variant" />
<description>
Sets the shape data that defines its shape and size. The data to be passed depends on the kind of shape created [method shape_get_type].
</description>
</method>
<method name="space_create">
<return type="RID" />
<description>
Creates 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 [method area_set_space], or to a body with [method body_set_space].
</description>
</method>
<method name="space_get_direct_state">
<return type="PhysicsDirectSpaceState2D" />
<param index="0" name="space" type="RID" />
<description>
Returns the state of a space, a [PhysicsDirectSpaceState2D]. This object can be used to make collision/intersection queries.
</description>
</method>
<method name="space_get_param" qualifiers="const">
<return type="float" />
<param index="0" name="space" type="RID" />
<param index="1" name="param" type="int" enum="PhysicsServer2D.SpaceParameter" />
<description>
Returns the value of a space parameter.
</description>
</method>
<method name="space_is_active" qualifiers="const">
<return type="bool" />
<param index="0" name="space" type="RID" />
<description>
Returns whether the space is active.
</description>
</method>
<method name="space_set_active">
<return type="void" />
<param index="0" name="space" type="RID" />
<param index="1" name="active" type="bool" />
<description>
Marks a space as active. It will not have an effect, unless it is assigned to an area or body.
</description>
</method>
<method name="space_set_param">
<return type="void" />
<param index="0" name="space" type="RID" />
<param index="1" name="param" type="int" enum="PhysicsServer2D.SpaceParameter" />
<param index="2" name="value" type="float" />
<description>
Sets the value for a space parameter. See [enum SpaceParameter] for a list of available parameters.
</description>
</method>
<method name="world_boundary_shape_create">
<return type="RID" />
<description>
</description>
</method>
</methods>
<constants>
<constant name="SPACE_PARAM_CONTACT_RECYCLE_RADIUS" value="0" enum="SpaceParameter">
Constant to set/get the maximum distance a pair of bodies has to move before their collision status has to be recalculated.
</constant>
<constant name="SPACE_PARAM_CONTACT_MAX_SEPARATION" value="1" enum="SpaceParameter">
Constant to set/get the maximum distance a shape can be from another before they are considered separated and the contact is discarded.
</constant>
<constant name="SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION" value="2" enum="SpaceParameter">
Constant to set/get the maximum distance a shape can penetrate another shape before it is considered a collision.
</constant>
<constant name="SPACE_PARAM_CONTACT_DEFAULT_BIAS" value="3" enum="SpaceParameter">
Constant to set/get the default solver bias for all physics contacts. A solver bias is a factor controlling how much two objects "rebound", after overlapping, to avoid leaving them in that state because of numerical imprecision.
</constant>
<constant name="SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD" value="4" enum="SpaceParameter">
Constant to set/get the threshold linear velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given.
</constant>
<constant name="SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD" value="5" enum="SpaceParameter">
Constant to set/get the threshold angular velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given.
</constant>
<constant name="SPACE_PARAM_BODY_TIME_TO_SLEEP" value="6" enum="SpaceParameter">
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.
</constant>
<constant name="SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS" value="7" enum="SpaceParameter">
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.
</constant>
<constant name="SPACE_PARAM_SOLVER_ITERATIONS" value="8" enum="SpaceParameter">
Constant to set/get the number of solver iterations for all contacts and constraints. The greater the number of iterations, the more accurate the collisions will be. However, a greater number of iterations requires more CPU power, which can decrease performance.
</constant>
<constant name="SHAPE_WORLD_BOUNDARY" value="0" enum="ShapeType">
This is the constant for creating world boundary shapes. A world boundary shape is an [i]infinite[/i] line with an origin point, and a normal. Thus, it can be used for front/behind checks.
</constant>
<constant name="SHAPE_SEPARATION_RAY" value="1" enum="ShapeType">
This is the constant for creating separation ray shapes. A separation ray is defined by a length and separates itself from what is touching its far endpoint. Useful for character controllers.
</constant>
<constant name="SHAPE_SEGMENT" value="2" enum="ShapeType">
This is the constant for creating segment shapes. A segment shape is a [i]finite[/i] line from a point A to a point B. It can be checked for intersections.
</constant>
<constant name="SHAPE_CIRCLE" value="3" enum="ShapeType">
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.
</constant>
<constant name="SHAPE_RECTANGLE" value="4" enum="ShapeType">
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.
</constant>
<constant name="SHAPE_CAPSULE" value="5" enum="ShapeType">
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.
</constant>
<constant name="SHAPE_CONVEX_POLYGON" value="6" enum="ShapeType">
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 [member CollisionPolygon2D.polygon] property, polygons modified with [method shape_set_data] do not verify that the points supplied form is a convex polygon.
</constant>
<constant name="SHAPE_CONCAVE_POLYGON" value="7" enum="ShapeType">
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.
</constant>
<constant name="SHAPE_CUSTOM" value="8" enum="ShapeType">
This constant is used internally by the engine. Any attempt to create this kind of shape results in an error.
</constant>
<constant name="AREA_PARAM_GRAVITY_OVERRIDE_MODE" value="0" enum="AreaParameter">
Constant to set/get gravity override mode in an area. See [enum AreaSpaceOverrideMode] for possible values.
</constant>
<constant name="AREA_PARAM_GRAVITY" value="1" enum="AreaParameter">
Constant to set/get gravity strength in an area.
</constant>
<constant name="AREA_PARAM_GRAVITY_VECTOR" value="2" enum="AreaParameter">
Constant to set/get gravity vector/center in an area.
</constant>
<constant name="AREA_PARAM_GRAVITY_IS_POINT" value="3" enum="AreaParameter">
Constant to set/get whether the gravity vector of an area is a direction, or a center point.
</constant>
<constant name="AREA_PARAM_GRAVITY_DISTANCE_SCALE" value="4" enum="AreaParameter">
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.
</constant>
<constant name="AREA_PARAM_GRAVITY_POINT_ATTENUATION" value="5" enum="AreaParameter">
This constant was used to set/get the falloff factor for point gravity. It has been superseded by [constant AREA_PARAM_GRAVITY_DISTANCE_SCALE].
</constant>
<constant name="AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE" value="6" enum="AreaParameter">
Constant to set/get linear damping override mode in an area. See [enum AreaSpaceOverrideMode] for possible values.
</constant>
<constant name="AREA_PARAM_LINEAR_DAMP" value="7" enum="AreaParameter">
Constant to set/get the linear damping factor of an area.
</constant>
<constant name="AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE" value="8" enum="AreaParameter">
Constant to set/get angular damping override mode in an area. See [enum AreaSpaceOverrideMode] for possible values.
</constant>
<constant name="AREA_PARAM_ANGULAR_DAMP" value="9" enum="AreaParameter">
Constant to set/get the angular damping factor of an area.
</constant>
<constant name="AREA_PARAM_PRIORITY" value="10" enum="AreaParameter">
Constant to set/get the priority (order of processing) of an area.
</constant>
<constant name="AREA_SPACE_OVERRIDE_DISABLED" value="0" enum="AreaSpaceOverrideMode">
This area does not affect gravity/damp. These are generally areas that exist only to detect collisions, and objects entering or exiting them.
</constant>
<constant name="AREA_SPACE_OVERRIDE_COMBINE" value="1" enum="AreaSpaceOverrideMode">
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.
</constant>
<constant name="AREA_SPACE_OVERRIDE_COMBINE_REPLACE" value="2" enum="AreaSpaceOverrideMode">
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.
</constant>
<constant name="AREA_SPACE_OVERRIDE_REPLACE" value="3" enum="AreaSpaceOverrideMode">
This area replaces any gravity/damp, even the default one, and stops taking into account the rest of the areas.
</constant>
<constant name="AREA_SPACE_OVERRIDE_REPLACE_COMBINE" value="4" enum="AreaSpaceOverrideMode">
This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one.
</constant>
<constant name="BODY_MODE_STATIC" value="0" enum="BodyMode">
Constant for static bodies. In this mode, a body can be only moved by user code and doesn't collide with other bodies along its path when moved.
</constant>
<constant name="BODY_MODE_KINEMATIC" value="1" enum="BodyMode">
Constant for kinematic bodies. In this mode, a body can be only moved by user code and collides with other bodies along its path.
</constant>
<constant name="BODY_MODE_RIGID" value="2" enum="BodyMode">
Constant for rigid bodies. In this mode, a body can be pushed by other bodies and has forces applied.
</constant>
<constant name="BODY_MODE_RIGID_LINEAR" value="3" enum="BodyMode">
Constant for linear rigid bodies. In this mode, a body can not rotate, and only its linear velocity is affected by external forces.
</constant>
<constant name="BODY_PARAM_BOUNCE" value="0" enum="BodyParameter">
Constant to set/get a body's bounce factor.
</constant>
<constant name="BODY_PARAM_FRICTION" value="1" enum="BodyParameter">
Constant to set/get a body's friction.
</constant>
<constant name="BODY_PARAM_MASS" value="2" enum="BodyParameter">
Constant to set/get a body's mass.
</constant>
<constant name="BODY_PARAM_INERTIA" value="3" enum="BodyParameter">
Constant to set/get a body's inertia.
</constant>
<constant name="BODY_PARAM_CENTER_OF_MASS" value="4" enum="BodyParameter">
Constant to set/get a body's center of mass position in the body's local coordinate system.
</constant>
<constant name="BODY_PARAM_GRAVITY_SCALE" value="5" enum="BodyParameter">
Constant to set/get a body's gravity multiplier.
</constant>
<constant name="BODY_PARAM_LINEAR_DAMP_MODE" value="6" enum="BodyParameter">
Constant to set/get a body's linear dampening mode. See [enum BodyDampMode] for possible values.
</constant>
<constant name="BODY_PARAM_ANGULAR_DAMP_MODE" value="7" enum="BodyParameter">
Constant to set/get a body's angular dampening mode. See [enum BodyDampMode] for possible values.
</constant>
<constant name="BODY_PARAM_LINEAR_DAMP" value="8" enum="BodyParameter">
Constant to set/get a body's linear dampening factor.
</constant>
<constant name="BODY_PARAM_ANGULAR_DAMP" value="9" enum="BodyParameter">
Constant to set/get a body's angular dampening factor.
</constant>
<constant name="BODY_PARAM_MAX" value="10" enum="BodyParameter">
Represents the size of the [enum BodyParameter] enum.
</constant>
<constant name="BODY_DAMP_MODE_COMBINE" value="0" enum="BodyDampMode">
The body's damping value is added to any value set in areas or the default value.
</constant>
<constant name="BODY_DAMP_MODE_REPLACE" value="1" enum="BodyDampMode">
The body's damping value replaces any value set in areas or the default value.
</constant>
<constant name="BODY_STATE_TRANSFORM" value="0" enum="BodyState">
Constant to set/get the current transform matrix of the body.
</constant>
<constant name="BODY_STATE_LINEAR_VELOCITY" value="1" enum="BodyState">
Constant to set/get the current linear velocity of the body.
</constant>
<constant name="BODY_STATE_ANGULAR_VELOCITY" value="2" enum="BodyState">
Constant to set/get the current angular velocity of the body.
</constant>
<constant name="BODY_STATE_SLEEPING" value="3" enum="BodyState">
Constant to sleep/wake up a body, or to get whether it is sleeping.
</constant>
<constant name="BODY_STATE_CAN_SLEEP" value="4" enum="BodyState">
Constant to set/get whether the body can sleep.
</constant>
<constant name="JOINT_TYPE_PIN" value="0" enum="JointType">
Constant to create pin joints.
</constant>
<constant name="JOINT_TYPE_GROOVE" value="1" enum="JointType">
Constant to create groove joints.
</constant>
<constant name="JOINT_TYPE_DAMPED_SPRING" value="2" enum="JointType">
Constant to create damped spring joints.
</constant>
<constant name="JOINT_TYPE_MAX" value="3" enum="JointType">
Represents the size of the [enum JointType] enum.
</constant>
<constant name="JOINT_PARAM_BIAS" value="0" enum="JointParam">
</constant>
<constant name="JOINT_PARAM_MAX_BIAS" value="1" enum="JointParam">
</constant>
<constant name="JOINT_PARAM_MAX_FORCE" value="2" enum="JointParam">
</constant>
<constant name="DAMPED_SPRING_REST_LENGTH" value="0" enum="DampedSpringParam">
Sets the resting length of the spring joint. The joint will always try to go to back this length when pulled apart.
</constant>
<constant name="DAMPED_SPRING_STIFFNESS" value="1" enum="DampedSpringParam">
Sets the stiffness of the spring joint. The joint applies a force equal to the stiffness times the distance from its resting length.
</constant>
<constant name="DAMPED_SPRING_DAMPING" value="2" enum="DampedSpringParam">
Sets 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).
</constant>
<constant name="CCD_MODE_DISABLED" value="0" enum="CCDMode">
Disables continuous collision detection. This is the fastest way to detect body collisions, but can miss small, fast-moving objects.
</constant>
<constant name="CCD_MODE_CAST_RAY" value="1" enum="CCDMode">
Enables continuous collision detection by raycasting. It is faster than shapecasting, but less precise.
</constant>
<constant name="CCD_MODE_CAST_SHAPE" value="2" enum="CCDMode">
Enables continuous collision detection by shapecasting. It is the slowest CCD method, and the most precise.
</constant>
<constant name="AREA_BODY_ADDED" value="0" enum="AreaBodyStatus">
The value of the first parameter and area callback function receives, when an object enters one of its shapes.
</constant>
<constant name="AREA_BODY_REMOVED" value="1" enum="AreaBodyStatus">
The value of the first parameter and area callback function receives, when an object exits one of its shapes.
</constant>
<constant name="INFO_ACTIVE_OBJECTS" value="0" enum="ProcessInfo">
Constant to get the number of objects that are not sleeping.
</constant>
<constant name="INFO_COLLISION_PAIRS" value="1" enum="ProcessInfo">
Constant to get the number of possible collisions.
</constant>
<constant name="INFO_ISLAND_COUNT" value="2" enum="ProcessInfo">
Constant to get the number of space regions where a collision could occur.
</constant>
</constants>
</class>