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Changed the doc class generation to individual files per class. It is also possible to save module files in module directories and the build system will
recognize them.
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102
doc/classes/Shape2D.xml
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102
doc/classes/Shape2D.xml
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Shape2D" inherits="Resource" category="Core" version="3.0.alpha.custom_build">
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<brief_description>
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Base class for all 2D Shapes.
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</brief_description>
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<description>
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Base class for all 2D Shapes. All 2D shape types inherit from this.
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</description>
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<tutorials>
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</tutorials>
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<demos>
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</demos>
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<methods>
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<method name="collide">
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<return type="bool">
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</return>
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<argument index="0" name="local_xform" type="Transform2D">
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</argument>
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<argument index="1" name="with_shape" type="Shape2D">
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</argument>
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<argument index="2" name="shape_xform" type="Transform2D">
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</argument>
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<description>
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Return whether this shape is colliding with another.
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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]).
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</description>
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</method>
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<method name="collide_and_get_contacts">
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<return type="Variant">
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</return>
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<argument index="0" name="local_xform" type="Transform2D">
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</argument>
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<argument index="1" name="with_shape" type="Shape2D">
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</argument>
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<argument index="2" name="shape_xform" type="Transform2D">
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</argument>
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<description>
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Return a list of the points where this shape touches another. If there are no collisions, the list is empty.
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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]).
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</description>
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</method>
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<method name="collide_with_motion">
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<return type="bool">
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</return>
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<argument index="0" name="local_xform" type="Transform2D">
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</argument>
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<argument index="1" name="local_motion" type="Vector2">
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</argument>
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<argument index="2" name="with_shape" type="Shape2D">
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</argument>
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<argument index="3" name="shape_xform" type="Transform2D">
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</argument>
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<argument index="4" name="shape_motion" type="Vector2">
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</argument>
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<description>
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Return whether this shape would collide with another, if a given movement was applied.
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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]).
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</description>
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</method>
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<method name="collide_with_motion_and_get_contacts">
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<return type="Variant">
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</return>
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<argument index="0" name="local_xform" type="Transform2D">
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</argument>
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<argument index="1" name="local_motion" type="Vector2">
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</argument>
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<argument index="2" name="with_shape" type="Shape2D">
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</argument>
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<argument index="3" name="shape_xform" type="Transform2D">
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</argument>
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<argument index="4" name="shape_motion" type="Vector2">
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</argument>
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<description>
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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.
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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]).
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</description>
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</method>
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<method name="get_custom_solver_bias" qualifiers="const">
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<return type="float">
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</return>
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<description>
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Return the custom solver bias.
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</description>
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</method>
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<method name="set_custom_solver_bias">
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<return type="void">
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</return>
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<argument index="0" name="bias" type="float">
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</argument>
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<description>
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Use a custom solver bias. No need to change this unless you really know what you are doing.
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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.
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</description>
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</method>
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</methods>
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<members>
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<member name="custom_solver_bias" type="float" setter="set_custom_solver_bias" getter="get_custom_solver_bias" brief="">
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</member>
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</members>
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<constants>
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</constants>
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</class>
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