Also enhance RigidBody docs as per https://github.com/godotengine/godot-docs/pull/1018 and fix the version tag in all files (not really stable yet, but it makes no sense to hardcode rc3 at this stage).
32 lines
1.3 KiB
XML
32 lines
1.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ConvexPolygonShape2D" inherits="Shape2D" category="Core" version="3.0-stable">
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<brief_description>
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Convex Polygon Shape for 2D physics.
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</brief_description>
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<description>
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Convex Polygon Shape for 2D physics. A convex polygon, whatever its shape, is internally decomposed into as many convex polygons as needed to ensure all collision checks against it are always done on convex polygons (which are faster to check).
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The main difference between a [code]ConvexPolygonShape2D[/code] and a [ConcavePolygonShape2D] is that a concave polygon assumes it is concave and uses a more complex method of collision detection, and a convex one forces itself to be convex in order to speed up collision detection.
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</description>
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<tutorials>
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</tutorials>
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<demos>
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</demos>
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<methods>
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<method name="set_point_cloud">
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<return type="void">
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</return>
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<argument index="0" name="point_cloud" type="PoolVector2Array">
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</argument>
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<description>
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Currently, this method does nothing.
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</description>
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</method>
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</methods>
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<members>
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<member name="points" type="PoolVector2Array" setter="set_points" getter="get_points">
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The polygon's list of vertices. Can be in either clockwise or counterclockwise order.
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</member>
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</members>
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<constants>
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</constants>
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</class>
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