RapidGameFramework
Reusable Godot managers for data-driven small games
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collision_pipeline Namespace Reference

Variables

 shape
 Return a world-space AABB for a body.
 
 position
 
 type
 
 radius
 
 size = Vector2(float(size[0]), float(size[1]))
 
 Array
 Brute-force broad phase.
 
 spatial_state
 Brute-force broad phase.
 
 pairs
 
 a
 
 b
 
 contacts
 Resolve candidate pairs into collision contacts.
 
 contact
 
 a_shape
 Test two supported shapes and return a contact dictionary.
 
 b_shape
 
 a_type
 
 b_type
 
 delta
 
 distance
 
 radius_sum
 
 normal
 
 a_rect
 
 b_rect
 
 a_center
 
 b_center
 
 overlap_x
 
 overlap_y
 
 normal_x
 
 normal_y
 
 circle_position
 
 rect
 
 closest
 

Variable Documentation

◆ a

collision_pipeline.a

Definition at line 27 of file collision_pipeline.gd.

◆ a_center

collision_pipeline.a_center

Definition at line 83 of file collision_pipeline.gd.

◆ a_rect

collision_pipeline.a_rect

Definition at line 79 of file collision_pipeline.gd.

◆ a_shape

collision_pipeline.a_shape

Test two supported shapes and return a contact dictionary.

Definition at line 48 of file collision_pipeline.gd.

◆ a_type

collision_pipeline.a_type

Definition at line 50 of file collision_pipeline.gd.

◆ Array

collision_pipeline.Array

Brute-force broad phase.

Small games can swap this for a grid later.

Definition at line 23 of file collision_pipeline.gd.

◆ b

collision_pipeline.b

Definition at line 28 of file collision_pipeline.gd.

◆ b_center

collision_pipeline.b_center

Definition at line 84 of file collision_pipeline.gd.

◆ b_rect

collision_pipeline.b_rect

Definition at line 80 of file collision_pipeline.gd.

◆ b_shape

collision_pipeline.b_shape

Definition at line 49 of file collision_pipeline.gd.

◆ b_type

collision_pipeline.b_type

Definition at line 51 of file collision_pipeline.gd.

◆ circle_position

collision_pipeline.circle_position

Definition at line 95 of file collision_pipeline.gd.

◆ closest

collision_pipeline.closest

Definition at line 98 of file collision_pipeline.gd.

◆ contact

collision_pipeline.contact

Definition at line 40 of file collision_pipeline.gd.

◆ contacts

collision_pipeline.contacts

Resolve candidate pairs into collision contacts.

Definition at line 38 of file collision_pipeline.gd.

◆ delta

collision_pipeline.delta

Definition at line 69 of file collision_pipeline.gd.

◆ distance

collision_pipeline.distance

Definition at line 70 of file collision_pipeline.gd.

◆ normal

collision_pipeline.normal

Definition at line 74 of file collision_pipeline.gd.

◆ normal_x

collision_pipeline.normal_x

Definition at line 88 of file collision_pipeline.gd.

◆ normal_y

collision_pipeline.normal_y

Definition at line 90 of file collision_pipeline.gd.

◆ overlap_x

collision_pipeline.overlap_x

Definition at line 85 of file collision_pipeline.gd.

◆ overlap_y

collision_pipeline.overlap_y

Definition at line 86 of file collision_pipeline.gd.

◆ pairs

collision_pipeline.pairs

Definition at line 24 of file collision_pipeline.gd.

◆ position

collision_pipeline.position

Definition at line 11 of file collision_pipeline.gd.

◆ radius

collision_pipeline.radius

Definition at line 14 of file collision_pipeline.gd.

◆ radius_sum

collision_pipeline.radius_sum

Definition at line 71 of file collision_pipeline.gd.

◆ rect

collision_pipeline.rect

Definition at line 97 of file collision_pipeline.gd.

◆ shape

collision_pipeline.shape

Return a world-space AABB for a body.

Definition at line 10 of file collision_pipeline.gd.

◆ size

collision_pipeline.size = Vector2(float(size[0]), float(size[1]))

Definition at line 16 of file collision_pipeline.gd.

◆ spatial_state

collision_pipeline.spatial_state

Brute-force broad phase.

Small games can swap this for a grid later.

Definition at line 23 of file collision_pipeline.gd.

◆ type

collision_pipeline.type

Definition at line 12 of file collision_pipeline.gd.