Shape2D¶
Inherits: Resource < Reference < Object
Inherited By: CapsuleShape2D, CircleShape2D, ConcavePolygonShape2D, ConvexPolygonShape2D, LineShape2D, RayShape2D, RectangleShape2D, SegmentShape2D
Base class for all 2D shapes.
Description¶
Base class for all 2D shapes. All 2D shape types inherit from this.
Tutorials¶
Properties¶
|
Methods¶
collide ( Transform2D local_xform, Shape2D with_shape, Transform2D shape_xform ) |
|
collide_and_get_contacts ( Transform2D local_xform, Shape2D with_shape, Transform2D shape_xform ) |
|
collide_with_motion ( Transform2D local_xform, Vector2 local_motion, Shape2D with_shape, Transform2D shape_xform, Vector2 shape_motion ) |
|
collide_with_motion_and_get_contacts ( Transform2D local_xform, Vector2 local_motion, Shape2D with_shape, Transform2D shape_xform, Vector2 shape_motion ) |
|
void |
Property Descriptions¶
float custom_solver_bias = 0.0
The shape's custom solver bias. Defines how much bodies react to enforce contact separation when this shape is involved.
When set to 0.0
, the default value of 0.3
is used.
Method Descriptions¶
bool collide ( Transform2D local_xform, Shape2D with_shape, Transform2D shape_xform )
Returns true
if 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
).
Array collide_and_get_contacts ( Transform2D local_xform, Shape2D with_shape, Transform2D shape_xform )
Returns a list of contact point pairs where this shape touches another.
If there are no collisions, the returned list is empty. Otherwise, the returned list contains contact points arranged in pairs, with entries alternating between points on the boundary of this shape and points on the boundary of with_shape
.
A collision pair A, B can be used to calculate the collision normal with (B - A).normalized()
, and the collision depth with (B - A).length()
. This information is typically used to separate shapes, particularly in collision solvers.
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
).
bool collide_with_motion ( Transform2D local_xform, Vector2 local_motion, Shape2D with_shape, Transform2D shape_xform, Vector2 shape_motion )
Returns 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
).
Array collide_with_motion_and_get_contacts ( Transform2D local_xform, Vector2 local_motion, Shape2D with_shape, Transform2D shape_xform, Vector2 shape_motion )
Returns a list of contact point pairs where this shape would touch another, if a given movement was applied.
If there would be no collisions, the returned list is empty. Otherwise, the returned list contains contact points arranged in pairs, with entries alternating between points on the boundary of this shape and points on the boundary of with_shape
.
A collision pair A, B can be used to calculate the collision normal with (B - A).normalized()
, and the collision depth with (B - A).length()
. This information is typically used to separate shapes, particularly in collision solvers.
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
).
void draw ( RID canvas_item, Color color )
Draws a solid shape onto a CanvasItem with the VisualServer API filled with the specified color
. The exact drawing method is specific for each shape and cannot be configured.