godot/doc/classes/ConcavePolygonShape2D.xml

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<?xml version="1.0" encoding="UTF-8" ?>
2022-08-05 16:51:38 +00:00
<class name="ConcavePolygonShape2D" inherits="Shape2D" version="3.6" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Concave polygon 2D shape resource for physics.
</brief_description>
<description>
Concave polygon 2D shape resource for physics. It is made out of segments and is optimal for complex polygonal concave collisions. However, it is not advised to use for [RigidBody2D] nodes. A CollisionPolygon2D in convex decomposition mode (solids) or several convex objects are advised for that instead. Otherwise, a concave polygon 2D shape is better for static collisions.
The main difference between a [ConvexPolygonShape2D] 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.
[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] node) may give unexpected results: the area will only detect collisions with the segments in the [ConcavePolygonShape2D] (and not with any "inside" of the shape, for example).
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="segments" type="PoolVector2Array" setter="set_segments" getter="get_segments" default="PoolVector2Array( )">
The array of points that make up the [ConcavePolygonShape2D]'s line segments.
</member>
</members>
<constants>
</constants>
</class>