virtualx-engine/doc/classes/Shape2D.xml

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="Shape2D" inherits="Resource" category="Core" version="3.0-stable">
<brief_description>
Base class for all 2D Shapes.
</brief_description>
<description>
Base class for all 2D Shapes. All 2D shape types inherit from this.
</description>
<tutorials>
http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html
</tutorials>
<demos>
</demos>
<methods>
<method name="collide">
<return type="bool">
</return>
<argument index="0" name="local_xform" type="Transform2D">
</argument>
<argument index="1" name="with_shape" type="Shape2D">
</argument>
<argument index="2" name="shape_xform" type="Transform2D">
</argument>
<description>
Return whether this shape is colliding with another.
This method needs the transformation matrix for this shape ([code]local_xform[/code]), the shape to check collisions with ([code]with_shape[/code]), and the transformation matrix of that shape ([code]shape_xform[/code]).
</description>
</method>
<method name="collide_and_get_contacts">
<return type="Variant">
</return>
<argument index="0" name="local_xform" type="Transform2D">
</argument>
<argument index="1" name="with_shape" type="Shape2D">
</argument>
<argument index="2" name="shape_xform" type="Transform2D">
</argument>
<description>
Return a list of the points where this shape touches another. If there are no collisions, the list is empty.
This method needs the transformation matrix for this shape ([code]local_xform[/code]), the shape to check collisions with ([code]with_shape[/code]), and the transformation matrix of that shape ([code]shape_xform[/code]).
</description>
</method>
<method name="collide_with_motion">
<return type="bool">
</return>
<argument index="0" name="local_xform" type="Transform2D">
</argument>
<argument index="1" name="local_motion" type="Vector2">
</argument>
<argument index="2" name="with_shape" type="Shape2D">
</argument>
<argument index="3" name="shape_xform" type="Transform2D">
</argument>
<argument index="4" name="shape_motion" type="Vector2">
</argument>
<description>
Return whether this shape would collide with another, if a given movement was applied.
This method needs the transformation matrix for this shape ([code]local_xform[/code]), the movement to test on this shape ([code]local_motion[/code]), the shape to check collisions with ([code]with_shape[/code]), the transformation matrix of that shape ([code]shape_xform[/code]), and the movement to test onto the other object ([code]shape_motion[/code]).
</description>
</method>
<method name="collide_with_motion_and_get_contacts">
<return type="Variant">
</return>
<argument index="0" name="local_xform" type="Transform2D">
</argument>
<argument index="1" name="local_motion" type="Vector2">
</argument>
<argument index="2" name="with_shape" type="Shape2D">
</argument>
<argument index="3" name="shape_xform" type="Transform2D">
</argument>
<argument index="4" name="shape_motion" type="Vector2">
</argument>
<description>
Return a list of the points where this shape would touch another, if a given movement was applied. If there are no collisions, the list is empty.
This method needs the transformation matrix for this shape ([code]local_xform[/code]), the movement to test on this shape ([code]local_motion[/code]), the shape to check collisions with ([code]with_shape[/code]), the transformation matrix of that shape ([code]shape_xform[/code]), and the movement to test onto the other object ([code]shape_motion[/code]).
</description>
</method>
</methods>
<members>
<member name="custom_solver_bias" type="float" setter="set_custom_solver_bias" getter="get_custom_solver_bias">
</member>
</members>
<constants>
</constants>
</class>