summaryrefslogtreecommitdiff
path: root/doc/classes/ConvexPolygonShape2D.xml
blob: 40507c6a6b79ef943b3014c6684f895e872624ff (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ConvexPolygonShape2D" inherits="Shape2D" category="Core" version="3.0-alpha">
	<brief_description>
		Convex Polygon Shape for 2D physics.
	</brief_description>
	<description>
		Convex Polygon Shape for 2D physics. A convex polygon, whatever its shape, is internally decomposed into as many convex polygons as needed to ensure all collision checks against it are always done on convex polygons (which are faster to check).
		The main difference between a [code]ConvexPolygonShape2D[/code] 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.
	</description>
	<tutorials>
	</tutorials>
	<demos>
	</demos>
	<methods>
		<method name="get_points" qualifiers="const">
			<return type="PoolVector2Array">
			</return>
			<description>
				Returns a list of points in either clockwise or counter clockwise order, forming a convex polygon.
			</description>
		</method>
		<method name="set_point_cloud">
			<return type="void">
			</return>
			<argument index="0" name="point_cloud" type="PoolVector2Array">
			</argument>
			<description>
				Currently, this method does nothing.
			</description>
		</method>
		<method name="set_points">
			<return type="void">
			</return>
			<argument index="0" name="points" type="PoolVector2Array">
			</argument>
			<description>
				Sets a list of points in either clockwise or counter clockwise order, forming a convex polygon.
			</description>
		</method>
	</methods>
	<members>
		<member name="points" type="PoolVector2Array" setter="set_points" getter="get_points">
			The polygon's list of vertices. Can be in either clockwise or counterclockwise order.
		</member>
	</members>
	<constants>
	</constants>
</class>