- Forked from Godot Engine 4.7-dev (MIT License) - Rebranded to AeThex Engine with cyan/purple theme - Added AI-powered development assistant module - Integrated Claude API for code completion & error fixing - Custom hexagon logo and branding - Multi-platform CI/CD (Windows, Linux, macOS) - Built Linux editor binary (151MB) - Complete source code with all customizations Tech Stack: - C++ game engine core - AI Module: Claude 3.5 Sonnet integration - Build: SCons, 14K+ source files - License: MIT (Godot) + Custom (AeThex features) Ready for Windows build via GitHub Actions!
91 lines
3.3 KiB
XML
91 lines
3.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PhysicsTestMotionResult2D" inherits="RefCounted" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Describes the motion and collision result from [method PhysicsServer2D.body_test_motion].
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</brief_description>
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<description>
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Describes the motion and collision result from [method PhysicsServer2D.body_test_motion].
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="get_collider" qualifiers="const">
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<return type="Object" />
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<description>
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Returns the colliding body's attached [Object], if a collision occurred.
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</description>
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</method>
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<method name="get_collider_id" qualifiers="const">
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<return type="int" />
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<description>
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Returns the unique instance ID of the colliding body's attached [Object], if a collision occurred. See [method Object.get_instance_id].
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</description>
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</method>
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<method name="get_collider_rid" qualifiers="const">
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<return type="RID" />
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<description>
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Returns the colliding body's [RID] used by the [PhysicsServer2D], if a collision occurred.
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</description>
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</method>
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<method name="get_collider_shape" qualifiers="const">
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<return type="int" />
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<description>
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Returns the colliding body's shape index, if a collision occurred. See [CollisionObject2D].
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</description>
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</method>
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<method name="get_collider_velocity" qualifiers="const">
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<return type="Vector2" />
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<description>
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Returns the colliding body's velocity, if a collision occurred.
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</description>
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</method>
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<method name="get_collision_depth" qualifiers="const">
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<return type="float" />
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<description>
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Returns the length of overlap along the collision normal, if a collision occurred.
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</description>
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</method>
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<method name="get_collision_local_shape" qualifiers="const">
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<return type="int" />
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<description>
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Returns the moving object's colliding shape, if a collision occurred.
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</description>
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</method>
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<method name="get_collision_normal" qualifiers="const">
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<return type="Vector2" />
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<description>
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Returns the colliding body's shape's normal at the point of collision, if a collision occurred.
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</description>
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</method>
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<method name="get_collision_point" qualifiers="const">
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<return type="Vector2" />
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<description>
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Returns the point of collision in global coordinates, if a collision occurred.
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</description>
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</method>
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<method name="get_collision_safe_fraction" qualifiers="const">
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<return type="float" />
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<description>
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Returns the maximum fraction of the motion that can occur without a collision, between [code]0[/code] and [code]1[/code].
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</description>
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</method>
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<method name="get_collision_unsafe_fraction" qualifiers="const">
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<return type="float" />
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<description>
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Returns the minimum fraction of the motion needed to collide, if a collision occurred, between [code]0[/code] and [code]1[/code].
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</description>
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</method>
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<method name="get_remainder" qualifiers="const">
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<return type="Vector2" />
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<description>
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Returns the moving object's remaining movement vector.
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</description>
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</method>
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<method name="get_travel" qualifiers="const">
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<return type="Vector2" />
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<description>
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Returns the moving object's travel before collision.
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</description>
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</method>
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</methods>
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</class>
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