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 angular velocity of the 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 inverse of the inertia of the body.
Return the inverse of the mass of the body.
Return the current linear velocity of the body.
Return the current state of space, useful for queries.
Return the timestep (delta) used for the simulation.
Return the rate at which the body stops rotating, if there are not any other forces moving it.
Return the total gravity vector being currently applied to this body.
Return the rate at which the body stops moving, if there are not any other forces moving it.
Return the transform matrix of the body.
Call the built-in force integration code.
Return true if this body is currently sleeping (not active).
Change the angular velocity of the body.
Change the linear velocity of the body.
Set the sleeping state of the body, only affects character/rigid bodies.
Change the transform matrix of the body.