godot/doc/classes/CollisionPolygon2D.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CollisionPolygon2D" inherits="Node2D" category="Core" version="3.1.1">
<brief_description>
Defines a 2D collision polygon.
</brief_description>
<description>
Provides a 2D collision polygon to a [CollisionObject2D] parent. Polygon can be drawn in the editor or specified by a list of vertices.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="build_mode" type="int" setter="set_build_mode" getter="get_build_mode" enum="CollisionPolygon2D.BuildMode">
Collision build mode. Use one of the [code]BUILD_*[/code] constants. Default value: [code]BUILD_SOLIDS[/code].
</member>
<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled">
If [code]true[/code], no collisions will be detected.
</member>
<member name="one_way_collision" type="bool" setter="set_one_way_collision" getter="is_one_way_collision_enabled">
If [code]true[/code], only edges that face up, relative to CollisionPolygon2D's rotation, will collide with other objects.
</member>
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<member name="one_way_collision_margin" type="float" setter="set_one_way_collision_margin" getter="get_one_way_collision_margin">
</member>
<member name="polygon" type="PoolVector2Array" setter="set_polygon" getter="get_polygon">
The polygon's list of vertices. The final point will be connected to the first. The returned value is a clone of the PoolVector2Array, not a reference.
</member>
</members>
<constants>
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<constant name="BUILD_SOLIDS" value="0" enum="BuildMode">
Collisions will include the polygon and its contained area.
</constant>
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<constant name="BUILD_SEGMENTS" value="1" enum="BuildMode">
Collisions will only include the polygon edges.
</constant>
</constants>
</class>