RapidGameFramework
Reusable Godot managers for data-driven small games
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physics_world.gd File Reference

Coordinates spatial state, forces, integration, collision, constraints, and queries. More...

Go to the source code of this file.

Namespaces

namespace  physics_world
 

Variables

 physics_world.SpatialState
 
 physics_world.MotionIntegrator
 
 physics_world.CollisionPipeline
 
 physics_world.ConstraintSolver
 
 physics_world.PhysicsQueries
 
 physics_world.spatial_state
 
 physics_world.motion_integrator
 
 physics_world.collision_pipeline
 
 physics_world.constraint_solver
 
 physics_world.queries
 
 physics_world.Dictionary
 Configure global simulation options.
 
 physics_world.gravity = options.get("gravity", gravity)
 Return broad-phase candidate pairs without resolving them.
 
 physics_world.damping = max(0.0, float(options.get("damping", damping)))
 
 physics_world.body
 Add force to one body.
 
 physics_world.int
 Add a reusable constraint such as { "type": "distance", "a": "p1", "b": "p2", "distance": 64 }.
 
 physics_world.pairs
 
 physics_world.last_contacts = collision_pipeline.narrow_phase(pairs)
 
 physics_world.resolved = constraint_solver.solve_constraints(resolved, constraints, solver_iterations)
 
 physics_world.bodies
 
 physics_world.constraints = state.get("constraints", []).duplicate(true)
 

Detailed Description

Coordinates spatial state, forces, integration, collision, constraints, and queries.

This is a lightweight framework layer for small games. It does not replace Godot physics for complex scenes; it gives reusable deterministic behavior for arcade prototypes, platformer helpers, board-piece motion, projectiles, and tests.

Definition in file physics_world.gd.