1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
|
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Shape2D" inherits="Resource" category="Core" version="3.0-alpha">
<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>
|