Up to date
This page is up to date for Godot
If you still find outdated information, please open an issue.
A 2D world boundary (half-plane) shape used for physics collision.
A 2D world boundary shape, intended for use in physics. WorldBoundaryShape2D works like an infinite straight line that forces all physics bodies to stay above it. The line's normal determines which direction is considered as "above" and in the editor, the smaller line over it represents this direction. It can for example be used for endless flat floors.
float distance =
The distance from the origin to the line, expressed in terms of normal (according to its direction and magnitude). Actual absolute distance from the origin to the line can be calculated as
abs(distance) / normal.length().
In the scalar equation of the line
ax + by = d, this is
d, while the
(a, b) coordinates are represented by the normal property.
Vector2 normal =
The line's normal, typically a unit vector. Its direction indicates the non-colliding half-plane. Can be of any length but zero. Defaults to Vector2.UP.