Merge pull request #11349 from willt/getsetmove
[DOCS] added member descriptions to various shapes [ci skip]
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CapsuleShape" inherits="Shape" category="Core" version="3.0.alpha.custom_build">
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<brief_description>
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Capsule shape resource.
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Capsule shape for collisions.
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</brief_description>
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<description>
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Capsule shape resource, which can be set into a [PhysicsBody] or area.
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Capsule shape for collisions.
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</description>
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<tutorials>
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</tutorials>
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</methods>
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<members>
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<member name="height" type="float" setter="set_height" getter="get_height">
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The capsule's height.
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</member>
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<member name="radius" type="float" setter="set_radius" getter="get_radius">
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The capsule's radius.
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</member>
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</members>
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<constants>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CapsuleShape2D" inherits="Shape2D" category="Core" version="3.0.alpha.custom_build">
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<brief_description>
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Capsule 2D shape resource for physics.
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Capsule shape for 2D collisions.
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</brief_description>
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<description>
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Capsule 2D shape resource for physics. A capsule (or sometimes called "pill") is like a line grown in all directions. It has a radius and a height, and is often useful for modeling biped characters.
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Capsule shape for 2D collisions.
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</description>
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<tutorials>
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</tutorials>
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</methods>
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<members>
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<member name="height" type="float" setter="set_height" getter="get_height">
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The capsule's height.
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</member>
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<member name="radius" type="float" setter="set_radius" getter="get_radius">
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The capsules's radius.
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</member>
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</members>
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<constants>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CircleShape2D" inherits="Shape2D" category="Core" version="3.0.alpha.custom_build">
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<brief_description>
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Circular Shape for 2D Physics.
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Circular shape for 2D collisions.
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</brief_description>
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<description>
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Circular Shape for 2D Physics. This shape is useful for modeling balls or small characters and its collision detection with everything else is very fast.
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Circular shape for 2D collisions. This shape is useful for modeling balls or small characters and its collision detection with everything else is very fast.
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</description>
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<tutorials>
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</tutorials>
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</methods>
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<members>
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<member name="radius" type="float" setter="set_radius" getter="get_radius">
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The circle's radius.
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</member>
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</members>
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<constants>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="LineShape2D" inherits="Shape2D" category="Core" version="3.0.alpha.custom_build">
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<brief_description>
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Line shape for 2D collision objects.
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Line shape for 2D collisions.
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</brief_description>
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<description>
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Line shape for 2D collision objects. It works like a 2D plane and will not allow any body to go to the negative side. Not recommended for rigid bodies, and usually not recommended for static bodies either because it forces checks against it on every frame.
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Line shape for 2D collisions. It works like a 2D plane and will not allow any body to go to the negative side. Not recommended for rigid bodies, and usually not recommended for static bodies either because it forces checks against it on every frame.
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</description>
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<tutorials>
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</tutorials>
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</methods>
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<members>
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<member name="d" type="float" setter="set_d" getter="get_d">
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The line's distance from the origin.
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</member>
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<member name="normal" type="Vector2" setter="set_normal" getter="get_normal">
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The line's normal.
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</member>
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</members>
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<constants>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="RayShape2D" inherits="Shape2D" category="Core" version="3.0.alpha.custom_build">
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<brief_description>
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Ray 2D shape resource for physics.
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Ray shape for 2D collisions.
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</brief_description>
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<description>
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Ray 2D shape resource for physics. A ray is not really a collision body, instead it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters.
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Ray shape for 2D collisions. A ray is not really a collision body, instead it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters.
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</description>
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<tutorials>
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</tutorials>
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</methods>
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<members>
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<member name="length" type="float" setter="set_length" getter="get_length">
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The ray's length.
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</member>
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</members>
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<constants>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="RectangleShape2D" inherits="Shape2D" category="Core" version="3.0.alpha.custom_build">
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<brief_description>
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Rectangle Shape for 2D Physics.
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Rectangle shape for 2D collisions.
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</brief_description>
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<description>
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Rectangle Shape for 2D Physics. This shape is useful for modeling box-like 2D objects.
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Rectangle shape for 2D collisions. This shape is useful for modeling box-like 2D objects.
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</description>
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<tutorials>
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</tutorials>
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</methods>
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<members>
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<member name="extents" type="Vector2" setter="set_extents" getter="get_extents">
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The rectangle's half extents. The width and height of this shape is twice the half extents.
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</member>
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</members>
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<constants>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SegmentShape2D" inherits="Shape2D" category="Core" version="3.0.alpha.custom_build">
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<brief_description>
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Segment Shape for 2D Collision Detection.
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Segment shape for 2D collisions.
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</brief_description>
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<description>
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Segment Shape for 2D Collision Detection, consists of two points, 'a' and 'b'.
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Segment shape for 2D collisions. Consists of two points, [code]a[/code] and [code]b[/code].
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</description>
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<tutorials>
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</tutorials>
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</methods>
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<members>
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<member name="a" type="Vector2" setter="set_a" getter="get_a">
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The segment's first point position.
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</member>
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<member name="b" type="Vector2" setter="set_b" getter="get_b">
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The segment's second point position.
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</member>
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</members>
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<constants>
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