<?xml version="1.0" encoding="UTF-8" ?> <class name="Shape2D" inherits="Resource" category="Core" version="3.1"> <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> <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> </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> Returns [code]true[/code] if 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> Returns 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> Returns 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> </methods> <members> <member name="custom_solver_bias" type="float" setter="set_custom_solver_bias" getter="get_custom_solver_bias"> </member> </members> <constants> </constants> </class>