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Shape2D

Inherits: Resource < RefCounted < Object

Inherited By: CapsuleShape2D, CircleShape2D, ConcavePolygonShape2D, ConvexPolygonShape2D, RectangleShape2D, SegmentShape2D, SeparationRayShape2D, WorldBoundaryShape2D

Abstract base class for 2D shapes used for physics collision.

Description

Abstract base class for all 2D shapes, intended for use in physics.

Performance: Primitive shapes, especially CircleShape2D, are fast to check collisions against. ConvexPolygonShape2D is slower, and ConcavePolygonShape2D is the slowest.

Tutorials

Properties

float

custom_solver_bias

0.0

Methods

bool

collide(local_xform: Transform2D, with_shape: Shape2D, shape_xform: Transform2D)

PackedVector2Array

collide_and_get_contacts(local_xform: Transform2D, with_shape: Shape2D, shape_xform: Transform2D)

bool

collide_with_motion(local_xform: Transform2D, local_motion: Vector2, with_shape: Shape2D, shape_xform: Transform2D, shape_motion: Vector2)

PackedVector2Array

collide_with_motion_and_get_contacts(local_xform: Transform2D, local_motion: Vector2, with_shape: Shape2D, shape_xform: Transform2D, shape_motion: Vector2)

void

draw(canvas_item: RID, color: Color)

Rect2

get_rect() const


Property Descriptions

float custom_solver_bias = 0.0

  • void set_custom_solver_bias(value: float)

  • float get_custom_solver_bias()

The shape's custom solver bias. Defines how much bodies react to enforce contact separation when this shape is involved.

When set to 0, the default value from ProjectSettings.physics/2d/solver/default_contact_bias is used.


Method Descriptions

bool collide(local_xform: Transform2D, with_shape: Shape2D, shape_xform: Transform2D)

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).


PackedVector2Array collide_and_get_contacts(local_xform: Transform2D, with_shape: Shape2D, shape_xform: Transform2D)

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(local_xform: Transform2D, local_motion: Vector2, with_shape: Shape2D, shape_xform: Transform2D, shape_motion: Vector2)

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).


PackedVector2Array collide_with_motion_and_get_contacts(local_xform: Transform2D, local_motion: Vector2, with_shape: Shape2D, shape_xform: Transform2D, shape_motion: Vector2)

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(canvas_item: RID<