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class_collisionobject2d
reduz edited this page Feb 23, 2014
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9 revisions
####Inherits: Node2D ####Category: Core
Base node for 2D collisionables.
- void
add_shape( Shape2D shape, Matrix32 transform=1,0, 0,1, 0,0 ) -
int
get_shape_count( ) const - void
set_shape( int shape_idx, Shape shape ) - void
set_shape_transform( int shape_idx, Matrix32 transform ) - void
set_shape_as_trigger( int shape_idx, bool enable ) -
Shape2D
get_shape( int shape_idx ) const -
Matrix32
get_shape_transform( int shape_idx ) const -
bool
is_shape_set_as_trigger( int shape_idx ) const - void
remove_shape( int shape_idx ) - void
clear_shapes( ) -
RID
get_rid( ) const
CollisionObject2D is the base class for 2D physics collisionables. They can hold any number of 2D collision shapes. Usually, they are edited by placing CollisionBody2D and CollisionPolygon2D nodes as children. Such nodes are for reference ant not present outside the editor, so code should use the regular shape API.
Add a Shape2D to the collision body, with a given custom transform.
-
int
get_shape_count( ) const
Return the amount of shapes in the collision body.
Change a shape in the collision body.
Change the shape transform in the collision body.
Return the shape in the given index.
Return the shape transform in the given index.
- void
remove_shape( int shape_idx )
Remove the shape in the given index.
- void
clear_shapes( )
Remove all shapes.