godot/doc/classes/CollisionShape2D.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CollisionShape2D" inherits="Node2D" version="4.0">
<brief_description>
Node that represents collision shape data in 2D space.
</brief_description>
<description>
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Editor facility for creating and editing collision shapes in 2D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area2D] to give it a detection shape, or add it to a [PhysicsBody2D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject2D.shape_owner_get_shape] to get the actual shape.
</description>
<tutorials>
<link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
</tutorials>
<methods>
</methods>
<members>
<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false">
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A disabled collision shape has no effect in the world. This property should be changed with [method Object.set_deferred].
</member>
<member name="one_way_collision" type="bool" setter="set_one_way_collision" getter="is_one_way_collision_enabled" default="false">
Sets whether this collision shape should only detect collision on one side (top or bottom).
</member>
<member name="one_way_collision_margin" type="float" setter="set_one_way_collision_margin" getter="get_one_way_collision_margin" default="1.0">
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The margin used for one-way collision (in pixels). Higher values will make the shape thicker, and work better for colliders that enter the shape at a high velocity.
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</member>
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<member name="shape" type="Shape2D" setter="set_shape" getter="get_shape">
The actual shape owned by this collision shape.
</member>
</members>
<constants>
</constants>
</class>