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.
This commit is contained in:
Juan Linietsky
2017-09-12 17:42:36 -03:00
parent 175777596e
commit 4f929a0fdf
471 changed files with 63732 additions and 61317 deletions

102
doc/classes/Shape2D.xml Normal file
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<?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" brief="">
</member>
</members>
<constants>
</constants>
</class>