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godot-docs/classes/class_shape2d.rst
2017-10-21 14:03:27 +02:00

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.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the Shape2D.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
.. _class_Shape2D:
Shape2D
=======
**Inherits:** :ref:`Resource<class_resource>` **<** :ref:`Reference<class_reference>` **<** :ref:`Object<class_object>`
**Inherited By:** :ref:`RayShape2D<class_rayshape2d>`, :ref:`CircleShape2D<class_circleshape2d>`, :ref:`CapsuleShape2D<class_capsuleshape2d>`, :ref:`LineShape2D<class_lineshape2d>`, :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:`Transform2D<class_transform2d>` local_xform, :ref:`Shape2D<class_shape2d>` with_shape, :ref:`Transform2D<class_transform2d>` shape_xform **)** |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Variant<class_variant>` | :ref:`collide_and_get_contacts<class_Shape2D_collide_and_get_contacts>` **(** :ref:`Transform2D<class_transform2d>` local_xform, :ref:`Shape2D<class_shape2d>` with_shape, :ref:`Transform2D<class_transform2d>` shape_xform **)** |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`collide_with_motion<class_Shape2D_collide_with_motion>` **(** :ref:`Transform2D<class_transform2d>` local_xform, :ref:`Vector2<class_vector2>` local_motion, :ref:`Shape2D<class_shape2d>` with_shape, :ref:`Transform2D<class_transform2d>` 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:`Transform2D<class_transform2d>` local_xform, :ref:`Vector2<class_vector2>` local_motion, :ref:`Shape2D<class_shape2d>` with_shape, :ref:`Transform2D<class_transform2d>` 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 **)** |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
Member Variables
----------------
.. _class_Shape2D_custom_solver_bias:
- :ref:`float<class_float>` **custom_solver_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:`Transform2D<class_transform2d>` local_xform, :ref:`Shape2D<class_shape2d>` with_shape, :ref:`Transform2D<class_transform2d>` 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:`Transform2D<class_transform2d>` local_xform, :ref:`Shape2D<class_shape2d>` with_shape, :ref:`Transform2D<class_transform2d>` 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:`Transform2D<class_transform2d>` local_xform, :ref:`Vector2<class_vector2>` local_motion, :ref:`Shape2D<class_shape2d>` with_shape, :ref:`Transform2D<class_transform2d>` 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:`Transform2D<class_transform2d>` local_xform, :ref:`Vector2<class_vector2>` local_motion, :ref:`Shape2D<class_shape2d>` with_shape, :ref:`Transform2D<class_transform2d>` 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.