godot/doc/classes/CollisionPolygon2D.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="CollisionPolygon2D" inherits="Node2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Node that represents a 2D collision polygon.
</brief_description>
<description>
Provides a 2D collision polygon to a [CollisionObject2D] parent. Polygons can be drawn in the editor or specified by a list of vertices.
Depending on the build mode, this node effectively provides several convex shapes (by convex decomposition of the polygon) or a single concave shape made of the polygon's segments.
In the editor, a [CollisionPolygon2D] can be generated from a [Sprite2D]'s outline by selecting a [Sprite2D] node, going to the [b]Sprite2D[/b] menu at the top of the 2D editor viewport then choosing [b]Create CollisionPolygon2D Sibling[/b].
</description>
<tutorials>
</tutorials>
<members>
<member name="build_mode" type="int" setter="set_build_mode" getter="get_build_mode" enum="CollisionPolygon2D.BuildMode" default="0">
Collision build mode. Use one of the [enum BuildMode] constants.
</member>
<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false">
If [code]true[/code], no collisions will be detected.
</member>
<member name="one_way_collision" type="bool" setter="set_one_way_collision" getter="is_one_way_collision_enabled" default="false">
If [code]true[/code], only edges that face up, relative to [CollisionPolygon2D]'s rotation, will collide with other objects.
[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a child of an [Area2D] node.
</member>
<member name="one_way_collision_margin" type="float" setter="set_one_way_collision_margin" getter="get_one_way_collision_margin" default="1.0">
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The margin used for one-way collision (in pixels). Higher values will make the shape thicker, and work better for colliders that enter the polygon at a high velocity.
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</member>
<member name="polygon" type="PackedVector2Array" setter="set_polygon" getter="get_polygon" default="PackedVector2Array()">
The polygon's list of vertices. Each point will be connected to the next, and the final point will be connected to the first.
[b]Warning:[/b] The returned value is a clone of the [PackedVector2Array], not a reference.
</member>
</members>
<constants>
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<constant name="BUILD_SOLIDS" value="0" enum="BuildMode">
Collisions will include the polygon and its contained area. In this mode the node has the same effect as several [ConvexPolygonShape2D] nodes, one for each convex shape in the convex decomposition of the polygon (but without the overhead of multiple nodes).
</constant>
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<constant name="BUILD_SEGMENTS" value="1" enum="BuildMode">
Collisions will only include the polygon edges. In this mode the node has the same effect as a single [ConcavePolygonShape2D] made of segments, with the restriction that each segment (after the first one) starts where the previous one ends, and the last one ends where the first one starts (forming a closed but hollow polygon).
</constant>
</constants>
</class>