d516aab8fa
Also enhance RigidBody docs as per https://github.com/godotengine/godot-docs/pull/1018 and fix the version tag in all files (not really stable yet, but it makes no sense to hardcode rc3 at this stage).
37 lines
1.6 KiB
XML
37 lines
1.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CollisionPolygon2D" inherits="Node2D" category="Core" version="3.0-stable">
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<brief_description>
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Defines a 2D collision polygon.
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</brief_description>
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<description>
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Provides a 2D collision polygon to a [CollisionObject2D] parent. Polygon can be drawn in the editor or specified by a list of vertices.
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</description>
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<tutorials>
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</tutorials>
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<demos>
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</demos>
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<methods>
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</methods>
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<members>
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<member name="build_mode" type="int" setter="set_build_mode" getter="get_build_mode" enum="CollisionPolygon2D.BuildMode">
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Collision build mode. Use one of the [code]BUILD_*[/code] constants. Default value: [code]BUILD_SOLIDS[/code].
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</member>
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<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled">
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If [code]true[/code] no collisions will be detected.
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</member>
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<member name="one_way_collision" type="bool" setter="set_one_way_collision" getter="is_one_way_collision_enabled">
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If [code]true[/code] only edges that face up, relative to CollisionPolygon2D's rotation, will collide with other objects.
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</member>
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<member name="polygon" type="PoolVector2Array" setter="set_polygon" getter="get_polygon">
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The polygon's list of vertices. The final point will be connected to the first.
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</member>
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</members>
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<constants>
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<constant name="BUILD_SOLIDS" value="0" enum="BuildMode">
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Collisions will include the polygon and its contained area.
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</constant>
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<constant name="BUILD_SEGMENTS" value="1" enum="BuildMode">
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Collisions will only include the polygon edges.
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</constant>
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</constants>
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</class>
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