d516aab8fa
Also enhance RigidBody docs as per https://github.com/godotengine/godot-docs/pull/1018 and fix the version tag in all files (not really stable yet, but it makes no sense to hardcode rc3 at this stage).
307 lines
14 KiB
XML
307 lines
14 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Geometry" inherits="Object" category="Core" version="3.0-stable">
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<brief_description>
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</brief_description>
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<description>
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</description>
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<tutorials>
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</tutorials>
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<demos>
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</demos>
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<methods>
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<method name="build_box_planes">
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<return type="Array">
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</return>
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<argument index="0" name="extents" type="Vector3">
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</argument>
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<description>
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Returns an array with 6 [Plane]s that describe the sides of a box centered at the origin. The box size is defined by [code]extents[/code], which represents one (positive) corner of the box (i.e. half its actual size).
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</description>
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</method>
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<method name="build_capsule_planes">
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<return type="Array">
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</return>
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<argument index="0" name="radius" type="float">
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</argument>
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<argument index="1" name="height" type="float">
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</argument>
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<argument index="2" name="sides" type="int">
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</argument>
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<argument index="3" name="lats" type="int">
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</argument>
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<argument index="4" name="axis" type="int" enum="Vector3.Axis" default="2">
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</argument>
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<description>
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Returns an array of [Plane]s closely bounding a faceted capsule centered at the origin with radius [code]radius[/code] and height [code]height[/code]. The parameter [code]sides[/code] defines how many planes will be generated for the side part of the capsule, whereas [code]lats[/code] gives the number of latitudinal steps at the bottom and top of the capsule. The parameter [code]axis[/code] describes the axis along which the capsule is oriented (0 for X, 1 for Y, 2 for Z).
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</description>
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</method>
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<method name="build_cylinder_planes">
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<return type="Array">
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</return>
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<argument index="0" name="radius" type="float">
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</argument>
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<argument index="1" name="height" type="float">
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</argument>
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<argument index="2" name="sides" type="int">
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</argument>
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<argument index="3" name="axis" type="int" enum="Vector3.Axis" default="2">
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</argument>
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<description>
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Returns an array of [Plane]s closely bounding a faceted cylinder centered at the origin with radius [code]radius[/code] and height [code]height[/code]. The parameter [code]sides[/code] defines how many planes will be generated for the round part of the cylinder. The parameter [code]axis[/code] describes the axis along which the cylinder is oriented (0 for X, 1 for Y, 2 for Z).
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</description>
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</method>
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<method name="clip_polygon">
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<return type="PoolVector3Array">
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</return>
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<argument index="0" name="points" type="PoolVector3Array">
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</argument>
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<argument index="1" name="plane" type="Plane">
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</argument>
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<description>
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Clips the polygon defined by the points in [code]points[/code] against the [code]plane[/code] and returns the points of the clipped polygon.
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</description>
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</method>
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<method name="convex_hull_2d">
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<return type="PoolVector2Array">
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</return>
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<argument index="0" name="points" type="PoolVector2Array">
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</argument>
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<description>
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Given an array of [Vector2]s, returns the convex hull as a list of points in counter-clockwise order. The last point is the same as the first one.
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</description>
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</method>
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<method name="get_closest_point_to_segment">
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<return type="Vector3">
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</return>
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<argument index="0" name="point" type="Vector3">
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</argument>
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<argument index="1" name="s1" type="Vector3">
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</argument>
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<argument index="2" name="s2" type="Vector3">
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</argument>
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<description>
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Returns the 3d point on the 3d segment ([code]s1[/code], [code]s2[/code]) that is closest to [code]point[/code]. The returned point will always be inside the specified segment.
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</description>
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</method>
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<method name="get_closest_point_to_segment_2d">
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<return type="Vector2">
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</return>
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<argument index="0" name="point" type="Vector2">
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</argument>
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<argument index="1" name="s1" type="Vector2">
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</argument>
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<argument index="2" name="s2" type="Vector2">
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</argument>
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<description>
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Returns the 2d point on the 2d segment ([code]s1[/code], [code]s2[/code]) that is closest to [code]point[/code]. The returned point will always be inside the specified segment.
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</description>
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</method>
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<method name="get_closest_point_to_segment_uncapped">
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<return type="Vector3">
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</return>
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<argument index="0" name="point" type="Vector3">
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</argument>
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<argument index="1" name="s1" type="Vector3">
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</argument>
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<argument index="2" name="s2" type="Vector3">
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</argument>
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<description>
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Returns the 3d point on the 3d line defined by ([code]s1[/code], [code]s2[/code]) that is closest to [code]point[/code]. The returned point can be inside the segment ([code]s1[/code], [code]s2[/code]) or outside of it, i.e. somewhere on the line extending from the segment.
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</description>
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</method>
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<method name="get_closest_point_to_segment_uncapped_2d">
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<return type="Vector2">
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</return>
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<argument index="0" name="point" type="Vector2">
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</argument>
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<argument index="1" name="s1" type="Vector2">
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</argument>
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<argument index="2" name="s2" type="Vector2">
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</argument>
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<description>
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Returns the 2d point on the 2d line defined by ([code]s1[/code], [code]s2[/code]) that is closest to [code]point[/code]. The returned point can be inside the segment ([code]s1[/code], [code]s2[/code]) or outside of it, i.e. somewhere on the line extending from the segment.
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</description>
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</method>
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<method name="get_closest_points_between_segments">
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<return type="PoolVector3Array">
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</return>
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<argument index="0" name="p1" type="Vector3">
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</argument>
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<argument index="1" name="p2" type="Vector3">
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</argument>
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<argument index="2" name="q1" type="Vector3">
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</argument>
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<argument index="3" name="q2" type="Vector3">
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</argument>
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<description>
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Given the two 3d segments ([code]p1[/code], [code]p2[/code]) and ([code]q1[/code], [code]q2[/code]), finds those two points on the two segments that are closest to each other. Returns a [PoolVector3Array] that contains this point on ([code]p1[/code], [code]p2[/code]) as well the accompanying point on ([code]q1[/code], [code]q2[/code]).
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</description>
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</method>
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<method name="get_closest_points_between_segments_2d">
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<return type="PoolVector2Array">
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</return>
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<argument index="0" name="p1" type="Vector2">
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</argument>
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<argument index="1" name="q1" type="Vector2">
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</argument>
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<argument index="2" name="p2" type="Vector2">
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</argument>
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<argument index="3" name="q2" type="Vector2">
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</argument>
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<description>
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Given the two 2d segments ([code]p1[/code], [code]p2[/code]) and ([code]q1[/code], [code]q2[/code]), finds those two points on the two segments that are closest to each other. Returns a [PoolVector2Array] that contains this point on ([code]p1[/code], [code]p2[/code]) as well the accompanying point on ([code]q1[/code], [code]q2[/code]).
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</description>
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</method>
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<method name="get_uv84_normal_bit">
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<return type="int">
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</return>
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<argument index="0" name="normal" type="Vector3">
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</argument>
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<description>
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</description>
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</method>
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<method name="make_atlas">
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<return type="Dictionary">
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</return>
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<argument index="0" name="sizes" type="PoolVector2Array">
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</argument>
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<description>
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Given an array of [Vector2]s representing tiles, builds an atlas. The returned dictionary has two keys: [code]points[/code] is a vector of [Vector2] that specifies the positions of each tile, [code]size[/code] contains the overall size of the whole atlas as [Vector2].
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</description>
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</method>
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<method name="point_is_inside_triangle" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="point" type="Vector2">
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</argument>
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<argument index="1" name="a" type="Vector2">
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</argument>
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<argument index="2" name="b" type="Vector2">
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</argument>
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<argument index="3" name="c" type="Vector2">
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</argument>
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<description>
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Returns if [code]point[/code] is inside the triangle specified by [code]a[/code], [code]b[/code] and [code]c[/code].
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</description>
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</method>
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<method name="ray_intersects_triangle">
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<return type="Variant">
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</return>
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<argument index="0" name="from" type="Vector3">
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</argument>
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<argument index="1" name="dir" type="Vector3">
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</argument>
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<argument index="2" name="a" type="Vector3">
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</argument>
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<argument index="3" name="b" type="Vector3">
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</argument>
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<argument index="4" name="c" type="Vector3">
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</argument>
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<description>
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Tests if the 3d ray starting at [code]from[/code] with the direction of [code]dir[/code] intersects the triangle specified by [code]a[/code], [code]b[/code] and [code]c[/code]. If yes, returns the point of intersection as [Vector3]. If no intersection takes place, an empty [Variant] is returned.
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</description>
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</method>
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<method name="segment_intersects_circle">
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<return type="float">
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</return>
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<argument index="0" name="segment_from" type="Vector2">
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</argument>
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<argument index="1" name="segment_to" type="Vector2">
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</argument>
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<argument index="2" name="circle_position" type="Vector2">
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</argument>
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<argument index="3" name="circle_radius" type="float">
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</argument>
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<description>
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Given the 2d segment ([code]segment_from[/code], [code]segment_to[/code]), returns the position on the segment (as a number between 0 and 1) at which the segment hits the circle that is located at position [code]circle_position[/code] and has radius [code]circle_radius[/code]. If the segment does not intersect the circle, -1 is returned (this is also the case if the line extending the segment would intersect the circle, but the segment does not).
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</description>
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</method>
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<method name="segment_intersects_convex">
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<return type="PoolVector3Array">
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</return>
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<argument index="0" name="from" type="Vector3">
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</argument>
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<argument index="1" name="to" type="Vector3">
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</argument>
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<argument index="2" name="planes" type="Array">
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</argument>
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<description>
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Given a convex hull defined though the [Plane]s in the array [code]planes[/code], tests if the segment ([code]from[/code], [code]to[/code]) intersects with that hull. If an intersection is found, returns a [PoolVector3Array] containing the point the intersection and the hull's normal. If no intersecion is found, an the returned array is empty.
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</description>
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</method>
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<method name="segment_intersects_cylinder">
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<return type="PoolVector3Array">
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</return>
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<argument index="0" name="from" type="Vector3">
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</argument>
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<argument index="1" name="to" type="Vector3">
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</argument>
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<argument index="2" name="height" type="float">
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</argument>
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<argument index="3" name="radius" type="float">
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</argument>
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<description>
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Checks if the segment ([code]from[/code], [code]to[/code]) intersects the cylinder with height [code]height[/code] that is centered at the origin and has radius [code]radius[/code]. If no, returns an empty [PoolVector3Array]. If an intersection takes place, the returned array contains the point of intersection and the cylinder's normal at the point of intersection.
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</description>
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</method>
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<method name="segment_intersects_segment_2d">
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<return type="Variant">
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</return>
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<argument index="0" name="from_a" type="Vector2">
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</argument>
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<argument index="1" name="to_a" type="Vector2">
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</argument>
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<argument index="2" name="from_b" type="Vector2">
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</argument>
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<argument index="3" name="to_b" type="Vector2">
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</argument>
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<description>
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Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and ([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point of intersection as [Vector2]. If no intersection takes place, returns an empty [Variant].
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</description>
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</method>
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<method name="segment_intersects_sphere">
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<return type="PoolVector3Array">
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</return>
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<argument index="0" name="from" type="Vector3">
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</argument>
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<argument index="1" name="to" type="Vector3">
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</argument>
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<argument index="2" name="sphere_position" type="Vector3">
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</argument>
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<argument index="3" name="sphere_radius" type="float">
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</argument>
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<description>
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Checks if the segment ([code]from[/code], [code]to[/code]) intersects the sphere that is located at [code]sphere_position[/code] and has radius [code]sphere_radius[/code]. If no, returns an empty [PoolVector3Array]. If yes, returns a [PoolVector3Array] containing the point of intersection and the sphere's normal at the point of intersection.
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</description>
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</method>
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<method name="segment_intersects_triangle">
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<return type="Variant">
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</return>
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<argument index="0" name="from" type="Vector3">
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</argument>
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<argument index="1" name="to" type="Vector3">
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</argument>
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<argument index="2" name="a" type="Vector3">
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</argument>
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<argument index="3" name="b" type="Vector3">
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</argument>
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<argument index="4" name="c" type="Vector3">
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</argument>
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<description>
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Tests if the segment ([code]from[/code], [code]to[/code]) intersects the triangle [code]a[/code], [code]b[/code], [code]c[/code]. If yes, returns the point of intersection as [Vector3]. If no intersection takes place, an empty [Variant] is returned.
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</description>
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</method>
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<method name="triangulate_polygon">
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<return type="PoolIntArray">
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</return>
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<argument index="0" name="polygon" type="PoolVector2Array">
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</argument>
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<description>
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Triangulates the polygon specified by the points in [code]polygon[/code]. Returns a [PoolIntArray] where each triangle consists of three consecutive point indices into [code]polygon[/code] (i.e. the returned array will have [code]n * 3[/code] elements, with [code]n[/code] being the number of found triangles). If the triangulation did not succeed, an empty [PoolIntArray] is returned.
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</description>
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</method>
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</methods>
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<constants>
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</constants>
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</class>
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