Shape2D

Hereda: Resource < RefCounted < Object

Heredado por: CapsuleShape2D, CircleShape2D, ConcavePolygonShape2D, ConvexPolygonShape2D, RectangleShape2D, SegmentShape2D, SeparationRayShape2D, WorldBoundaryShape2D

Clase base abstracta para las formas 2D utilizadas en colisiones físicas.

Descripción

Clase base abstracta para todas las formas 2D, pensada para su uso en física.

Rendimiento: Las formas primitivas, especialmente CircleShape2D, son rápidas para comprobar colisiones. ConvexPolygonShape2D es más lenta, y ConcavePolygonShape2D es la más lenta.

Tutoriales

Propiedades

float

custom_solver_bias

0.0

Métodos

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


Descripciones de Propiedades

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.


Descripciones de Métodos

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

Devuelve true si esta forma está colisionando con otra.

Este método necesita la matriz de transformación de esta forma (local_xform), la forma para comprobar las colisiones (with_shape), y la matriz de transformación de esa forma (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, color: Color) 🔗

Draws a solid shape onto a CanvasItem with the RenderingServer API filled with the specified color. The exact drawing method is specific for each shape and cannot be configured.


Rect2 get_rect() const 🔗

Returns a Rect2 representing the shapes boundary.