godot/doc/classes/ConvexPolygonShape2D.xml

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

30 lines
2.4 KiB
XML
Raw Normal View History

<?xml version="1.0" encoding="UTF-8" ?>
<class name="ConvexPolygonShape2D" inherits="Shape2D" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A 2D convex polygon shape used for physics collision.
</brief_description>
<description>
A 2D convex polygon shape, intended for use in physics. Used internally in [CollisionPolygon2D] when it's in [code]BUILD_SOLIDS[/code] mode.
[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.
[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].
[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.
</description>
<tutorials>
</tutorials>
<methods>
<method name="set_point_cloud">
<return type="void" />
<param index="0" name="point_cloud" type="PackedVector2Array" />
<description>
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.
</description>
</method>
</methods>
<members>
<member name="points" type="PackedVector2Array" setter="set_points" getter="get_points" default="PackedVector2Array()">
The polygon's list of vertices that form a convex hull. Can be in either clockwise or counterclockwise order.
[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.
</member>
</members>
</class>