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+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="Shape2D" inherits="Resource" category="Core" version="3.0.alpha.custom_build">
+ <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>
+ </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>
+ <method name="get_custom_solver_bias" qualifiers="const">
+ <return type="float">
+ </return>
+ <description>
+ Return the custom solver bias.
+ </description>
+ </method>
+ <method name="set_custom_solver_bias">
+ <return type="void">
+ </return>
+ <argument index="0" name="bias" type="float">
+ </argument>
+ <description>
+ 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.
+ </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>