godot/doc/classes/CollisionPolygon.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CollisionPolygon" inherits="Spatial" version="3.6" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Editor-only class for defining a collision polygon in 3D space.
</brief_description>
<description>
Allows editing a collision polygon's vertices on a selected plane. Can also set a depth perpendicular to that plane. This class is only available in the editor. It will not appear in the scene tree at run-time. Creates a [Shape] for gameplay. Properties modified during gameplay will have no effect.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="depth" type="float" setter="set_depth" getter="get_depth" default="1.0">
Length that the resulting collision extends in either direction perpendicular to its polygon.
</member>
<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false">
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If [code]true[/code], no collision will be produced.
</member>
<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.04">
The collision margin for the generated [Shape]. See [member Shape.margin] for more details.
</member>
<member name="polygon" type="PoolVector2Array" setter="set_polygon" getter="get_polygon" default="PoolVector2Array( )">
Array of vertices which define the polygon.
[b]Note:[/b] The returned value is a copy of the original. Methods which mutate the size or properties of the return value will not impact the original polygon. To change properties of the polygon, assign it to a temporary variable and make changes before reassigning the [code]polygon[/code] member.
</member>
</members>
<constants>
</constants>
</class>