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81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
30 lines
2.4 KiB
XML
30 lines
2.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ConvexPolygonShape2D" inherits="Shape2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A 2D convex polygon shape used for physics collision.
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</brief_description>
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<description>
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A 2D convex polygon shape, intended for use in physics. Used internally in [CollisionPolygon2D] when it's in [code]BUILD_SOLIDS[/code] mode.
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[ConvexPolygonShape2D] is [i]solid[/i], which means it detects collisions from objects that are fully inside it, unlike [ConcavePolygonShape2D] which is hollow. This makes it more suitable for both detection and physics.
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[b]Convex decomposition:[/b] A concave polygon can be split up into several convex polygons. This allows dynamic physics bodies to have complex concave collisions (at a performance cost) and can be achieved by using several [ConvexPolygonShape3D] nodes or by using the [CollisionPolygon2D] node in [code]BUILD_SOLIDS[/code] mode. To generate a collision polygon from a sprite, select the [Sprite2D] node, go to the [b]Sprite2D[/b] menu that appears above the viewport, and choose [b]Create Polygon2D Sibling[/b].
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[b]Performance:[/b] [ConvexPolygonShape2D] is faster to check collisions against compared to [ConcavePolygonShape2D], but it is slower than primitive collision shapes such as [CircleShape2D] and [RectangleShape2D]. Its use should generally be limited to medium-sized objects that cannot have their collision accurately represented by primitive shapes.
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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="set_point_cloud">
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<return type="void" />
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<param index="0" name="point_cloud" type="PackedVector2Array" />
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<description>
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Based on the set of points provided, this assigns the [member points] property using the convex hull algorithm, removing all unneeded points. See [method Geometry2D.convex_hull] for details.
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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="PackedVector2Array" setter="set_points" getter="get_points" default="PackedVector2Array()">
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The polygon's list of vertices that form a convex hull. Can be in either clockwise or counterclockwise order.
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[b]Warning:[/b] Only set this property to a list of points that actually form a convex hull. Use [method set_point_cloud] to generate the convex hull of an arbitrary set of points.
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</member>
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</members>
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</class>
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