Shape2D

Inherits: Resource < Reference < Object

Inherited By: RayShape2D, CapsuleShape2D, LineShape2D, CircleShape2D, ConcavePolygonShape2D, ConvexPolygonShape2D, RectangleShape2D, SegmentShape2D

Category: Core

Brief Description

Base class for all 2D Shapes.

Member Functions

bool collide ( Transform2D local_xform, Shape2D with_shape, Transform2D shape_xform )
Variant collide_and_get_contacts ( Transform2D local_xform, Shape2D with_shape, Transform2D shape_xform )
bool collide_with_motion ( Transform2D local_xform, Vector2 local_motion, Shape2D with_shape, Transform2D shape_xform, Vector2 shape_motion )
Variant collide_with_motion_and_get_contacts ( Transform2D local_xform, Vector2 local_motion, Shape2D with_shape, Transform2D shape_xform, Vector2 shape_motion )
float get_custom_solver_bias ( ) const
void set_custom_solver_bias ( float bias )

Member Variables

  • float custom_solver_bias

Description

Base class for all 2D Shapes. All 2D shape types inherit from this.

Member Function Description

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).

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).

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).

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).

  • float get_custom_solver_bias ( ) const

Return the custom solver bias.

  • void set_custom_solver_bias ( 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.