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