1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192 |
- .. Generated automatically by doc/tools/makerst.py in Godot's source tree.
- .. DO NOT EDIT THIS FILE, but the doc/base/classes.xml source instead.
- .. _class_Shape2D:
- Shape2D
- =======
- **Inherits:** :ref:`Resource<class_resource>` **<** :ref:`Reference<class_reference>` **<** :ref:`Object<class_object>`
- **Inherited By:** :ref:`RayShape2D<class_rayshape2d>`, :ref:`CapsuleShape2D<class_capsuleshape2d>`, :ref:`LineShape2D<class_lineshape2d>`, :ref:`CircleShape2D<class_circleshape2d>`, :ref:`ConcavePolygonShape2D<class_concavepolygonshape2d>`, :ref:`ConvexPolygonShape2D<class_convexpolygonshape2d>`, :ref:`RectangleShape2D<class_rectangleshape2d>`, :ref:`SegmentShape2D<class_segmentshape2d>`
- **Category:** Core
- Brief Description
- -----------------
- Base class for all 2D Shapes.
- Member Functions
- ----------------
- +--------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`bool<class_bool>` | :ref:`collide<class_Shape2D_collide>` **(** :ref:`Matrix32<class_matrix32>` local_xform, :ref:`Shape2D<class_shape2d>` with_shape, :ref:`Matrix32<class_matrix32>` shape_xform **)** |
- +--------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Variant<class_variant>` | :ref:`collide_and_get_contacts<class_Shape2D_collide_and_get_contacts>` **(** :ref:`Matrix32<class_matrix32>` local_xform, :ref:`Shape2D<class_shape2d>` with_shape, :ref:`Matrix32<class_matrix32>` shape_xform **)** |
- +--------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`bool<class_bool>` | :ref:`collide_with_motion<class_Shape2D_collide_with_motion>` **(** :ref:`Matrix32<class_matrix32>` local_xform, :ref:`Vector2<class_vector2>` local_motion, :ref:`Shape2D<class_shape2d>` with_shape, :ref:`Matrix32<class_matrix32>` shape_xform, :ref:`Vector2<class_vector2>` shape_motion **)** |
- +--------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Variant<class_variant>` | :ref:`collide_with_motion_and_get_contacts<class_Shape2D_collide_with_motion_and_get_contacts>` **(** :ref:`Matrix32<class_matrix32>` local_xform, :ref:`Vector2<class_vector2>` local_motion, :ref:`Shape2D<class_shape2d>` with_shape, :ref:`Matrix32<class_matrix32>` shape_xform, :ref:`Vector2<class_vector2>` shape_motion **)** |
- +--------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`float<class_float>` | :ref:`get_custom_solver_bias<class_Shape2D_get_custom_solver_bias>` **(** **)** const |
- +--------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | :ref:`set_custom_solver_bias<class_Shape2D_set_custom_solver_bias>` **(** :ref:`float<class_float>` bias **)** |
- +--------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
- Description
- -----------
- Base class for all 2D Shapes. All 2D shape types inherit from this.
- Member Function Description
- ---------------------------
- .. _class_Shape2D_collide:
- - :ref:`bool<class_bool>` **collide** **(** :ref:`Matrix32<class_matrix32>` local_xform, :ref:`Shape2D<class_shape2d>` with_shape, :ref:`Matrix32<class_matrix32>` shape_xform **)**
- Return whether this shape is colliding with another.
- This method needs the transformation matrix for this shape (``local_xform``), the shape to check collisions with (``with_shape``), and the transformation matrix of that shape (``shape_xform``).
- .. _class_Shape2D_collide_and_get_contacts:
- - :ref:`Variant<class_variant>` **collide_and_get_contacts** **(** :ref:`Matrix32<class_matrix32>` local_xform, :ref:`Shape2D<class_shape2d>` with_shape, :ref:`Matrix32<class_matrix32>` shape_xform **)**
- 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 (``local_xform``), the shape to check collisions with (``with_shape``), and the transformation matrix of that shape (``shape_xform``).
- .. _class_Shape2D_collide_with_motion:
- - :ref:`bool<class_bool>` **collide_with_motion** **(** :ref:`Matrix32<class_matrix32>` local_xform, :ref:`Vector2<class_vector2>` local_motion, :ref:`Shape2D<class_shape2d>` with_shape, :ref:`Matrix32<class_matrix32>` shape_xform, :ref:`Vector2<class_vector2>` shape_motion **)**
- Return whether this shape would collide with another, if a given movement was applied.
- This method needs the transformation matrix for this shape (``local_xform``), the movement to test on this shape (``local_motion``), the shape to check collisions with (``with_shape``), the transformation matrix of that shape (``shape_xform``), and the movement to test onto the other object (``shape_motion``).
- .. _class_Shape2D_collide_with_motion_and_get_contacts:
- - :ref:`Variant<class_variant>` **collide_with_motion_and_get_contacts** **(** :ref:`Matrix32<class_matrix32>` local_xform, :ref:`Vector2<class_vector2>` local_motion, :ref:`Shape2D<class_shape2d>` with_shape, :ref:`Matrix32<class_matrix32>` shape_xform, :ref:`Vector2<class_vector2>` shape_motion **)**
- 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 (``local_xform``), the movement to test on this shape (``local_motion``), the shape to check collisions with (``with_shape``), the transformation matrix of that shape (``shape_xform``), and the movement to test onto the other object (``shape_motion``).
- .. _class_Shape2D_get_custom_solver_bias:
- - :ref:`float<class_float>` **get_custom_solver_bias** **(** **)** const
- Return the custom solver bias.
- .. _class_Shape2D_set_custom_solver_bias:
- - void **set_custom_solver_bias** **(** :ref:`float<class_float>` bias **)**
- Use a custom solver bias. No need to change this unless you really know what you are doing.
- The solver bias is a factor controlling how much two objects "rebound" off each other, when colliding, to avoid them getting into each other because of numerical imprecision.
|