A body that is controlled by the 2D physics engine.
    public class RigidBody2D : PhysicsBody2D

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 _IntegrateForces(Godot.Physics2DDirectBodyState), which allows you to directly access the physics state.

If you need to override the default physics behavior, you can write a custom force integration. See CustomIntegrator.

Inheritance Chain

Constructors

    public RigidBody2D()

Signals

    "body_entered" (Object body)

Emitted when a body enters into contact with this one. ContactMonitor must be true and ContactsReported greater than 0.

    "body_exited" (Object body)

Emitted when a body exits contact with this one. ContactMonitor must be true and ContactsReported greater than 0.

    "body_shape_entered" (int body_id, Object body, int body_shape, int local_shape)

Emitted when a body enters into contact with this one. Reports colliding shape information. See CollisionObject2D for shape index information. ContactMonitor must be true and ContactsReported greater than 0.

    "body_shape_exited" (int body_id, Object body, int body_shape, int local_shape)

Emitted when a body shape exits contact with this one. Reports colliding shape information. See CollisionObject2D for shape index information. ContactMonitor must be true and ContactsReported greater than 0.

    "sleeping_state_changed" ()

Emitted when Sleeping changes.

Properties

    public float AngularDamp { get; set; }

Damps the body’s AngularVelocity. If -1 the body will use the “Default Angular Damp” in “Project > Project Settings > Physics > 2d”. Default value: -1.

    public float AngularVelocity { get; set; }

The body’s rotational velocity.

    public Vector2 AppliedForce { get; set; }

The body’s total applied force.

    public float AppliedTorque { get; set; }

The body’s total applied torque.

    public float Bounce { get; set; }

The body’s bounciness. Default value: 0.

    public bool CanSleep { get; set; }

If true the body will not calculate forces and will act as a static body if there is no movement. The body will wake up when other forces are applied via collisions or by using ApplyImpulse(Godot.Vector2, Godot.Vector2) or AddForce(Godot.Vector2, Godot.Vector2). Default value: true.

    public bool ContactMonitor { get; set; }

If true the body will emit signals when it collides with another RigidBody2D. See also ContactsReported. Default value: false.

    public int ContactsReported { get; set; }

The maximum number of contacts to report. Default value: 0.

    public CCDMode ContinuousCd { get; set; }

Continuous collision detection mode. Default value: CCD_MODE_DISABLED.

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 CCD_MODE_ constants for details.

    public bool CustomIntegrator { get; set; }

If true internal force integration is disabled for this body. Aside from collision response, the body will only move as determined by the _IntegrateForces(Godot.Physics2DDirectBodyState) function.

    public float Friction { get; set; }

The body’s friction. Values range from 0 (frictionless) to 1 (maximum friction). Default value: 1.

    public float GravityScale { get; set; }

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. Default value: 1.

    public float Inertia { get; set; }

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 (or negative) inertia to return to automatically computing it.

    public float LinearDamp { get; set; }

Damps the body’s LinearVelocity. If -1 the body will use the “Default Linear Damp” in “Project > Project Settings > Physics > 2d”. Default value: -1.

    public Vector2 LinearVelocity { get; set; }

The body’s linear velocity.

    public float Mass { get; set; }

The body’s mass. Default value: 1.

    public ModeEnum Mode { get; set; }

The body’s mode. See MODE_* constants. Default value: MODE_RIGID.

    public bool Sleeping { get; set; }

If true the body is sleeping and will not calculate forces until woken up by a collision or by using ApplyImpulse(Godot.Vector2, Godot.Vector2) or AddForce(Godot.Vector2, Godot.Vector2).

    public float Weight { get; set; }

The body’s weight based on its mass and the “Default Gravity” value in “Project > Project Settings > Physics > 2d”.

Methods

    public virtual void _IntegrateForces(Physics2DDirectBodyState state)

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 CustomIntegrator allows you to disable the default behavior and write custom force integration for a body.

    public void AddForce(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.

    public void ApplyImpulse(Vector2 offset, Vector2 impulse)

Applies a positioned impulse to the body (which will be affected by the body mass and shape). This is the equivalent of hitting a billiard ball with a cue: a force that is applied instantaneously. Both the impulse and the offset from the body origin are in global coordinates.

    public float GetAngularDamp()

Getter for AngularDamp

    public float GetAngularVelocity()

Getter for AngularVelocity

    public Vector2 GetAppliedForce()

Getter for AppliedForce

    public float GetAppliedTorque()

Getter for AppliedTorque

    public float GetBounce()

Getter for Bounce

    public object[] GetCollidingBodies()

Returns a list of the bodies colliding with this one. Use ContactsReported to set the maximum number reported. You must also set ContactMonitor to true. Note that 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.

    public CCDMode GetContinuousCollisionDetectionMode()

Getter for ContinuousCd

    public float GetFriction()

Getter for Friction

    public float GetGravityScale()

Getter for GravityScale

    public float GetInertia()

Getter for Inertia

    public float GetLinearDamp()

Getter for LinearDamp

    public Vector2 GetLinearVelocity()

Getter for LinearVelocity

    public float GetMass()

Getter for Mass

    public int GetMaxContactsReported()

Getter for ContactsReported

    public ModeEnum GetMode()

Getter for Mode

    public float GetWeight()

Getter for Weight

    public bool IsAbleToSleep()

Getter for CanSleep

    public bool IsContactMonitorEnabled()

Getter for ContactMonitor

    public bool IsSleeping()

Getter for Sleeping

    public bool IsUsingCustomIntegrator()

Getter for CustomIntegrator

    public void SetAngularDamp(float angularDamp)

Setter for AngularDamp

    public void SetAngularVelocity(float angularVelocity)

Setter for AngularVelocity

    public void SetAppliedForce(Vector2 force)

Setter for AppliedForce

    public void SetAppliedTorque(float torque)

Setter for AppliedTorque

    public void SetAxisVelocity(Vector2 axisVelocity)

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.

    public void SetBounce(float bounce)

Setter for Bounce

    public void SetCanSleep(bool ableToSleep)

Setter for CanSleep

    public void SetContactMonitor(bool enabled)

Setter for ContactMonitor

    public void SetContinuousCollisionDetectionMode(CCDMode mode)

Setter for ContinuousCd

    public void SetFriction(float friction)

Setter for Friction

    public void SetGravityScale(float gravityScale)

Setter for GravityScale

    public void SetInertia(float inertia)

Setter for Inertia

    public void SetLinearDamp(float linearDamp)

Setter for LinearDamp

    public void SetLinearVelocity(Vector2 linearVelocity)

Setter for LinearVelocity

    public void SetMass(float mass)

Setter for Mass

    public void SetMaxContactsReported(int amount)

Setter for ContactsReported

    public void SetMode(ModeEnum mode)

Setter for Mode

    public void SetSleeping(bool sleeping)

Setter for Sleeping

    public void SetUseCustomIntegrator(bool enable)

Setter for CustomIntegrator

    public void SetWeight(float weight)

Setter for Weight

    public bool TestMotion(Vector2 motion, float margin = 0.08f, 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).

Inner Types

CCDMode

Name Value Description
Disabled 0 Continuous collision detection disabled. This is the fastest way to detect body collisions, but can miss small, fast-moving objects.
CastRay 1 Continuous collision detection enabled using raycasting. This is faster than shapecasting but less precise.
CastShape 2 Continuous collision detection enabled using shapecasting. This is the slowest CCD method and the most precise.

ModeEnum

Name Value Description
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.
Static 1 Static mode. The body behaves like a [StaticBody2D] and does not move.
Character 2 Character mode. Similar to [code]MODE_RIGID[/code], but the body can not rotate.
Kinematic 3 Kinematic mode. The body behaves like a [KinematicBody2D], and must be moved by code.
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