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
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Métodos
collide(local_xform: Transform2D, with_shape: Shape2D, shape_xform: Transform2D) |
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collide_and_get_contacts(local_xform: Transform2D, with_shape: Shape2D, shape_xform: Transform2D) |
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collide_with_motion(local_xform: Transform2D, local_motion: Vector2, with_shape: Shape2D, shape_xform: Transform2D, shape_motion: Vector2) |
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collide_with_motion_and_get_contacts(local_xform: Transform2D, local_motion: Vector2, with_shape: Shape2D, shape_xform: Transform2D, shape_motion: Vector2) |
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void |
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get_rect() const |
Descripciones de Propiedades
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, 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.
Returns a Rect2 representing the shapes boundary.