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Diffstat (limited to 'doc/classes/Shape2D.xml')
-rw-r--r-- | doc/classes/Shape2D.xml | 102 |
1 files changed, 102 insertions, 0 deletions
diff --git a/doc/classes/Shape2D.xml b/doc/classes/Shape2D.xml new file mode 100644 index 0000000000..d5e2984ba0 --- /dev/null +++ b/doc/classes/Shape2D.xml @@ -0,0 +1,102 @@ +<?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> |