godot/doc/classes/ConvexPolygonShape2D.xml
Ricardo Buring e61a127042 Fix concave/convex polygon shape documentation
Removes some outdated/incorrect/duplicated info, adds correct info.
Also removes no longer applicable "editor-only helper" statements.
2023-03-05 17:19:50 +01:00

31 lines
2.7 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="ConvexPolygonShape2D" inherits="Shape2D" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Convex polygon shape resource for 2D physics.
</brief_description>
<description>
2D convex polygon shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node.
The shape is a [i]solid[/i] that includes all the points that it encloses, as opposed to [ConcavePolygonShape2D] which is hollow if it encloses anything. See also [CollisionPolygon2D].
The solid nature of the shape makes it well-suited for both detection and physics; in physics body interactions this allows depenetrating even those shapes which end up (e.g. due to high speed) fully inside the convex shape (similarly to primitive shapes, but unlike [ConcavePolygonShape2D]). The convexity limits the possible geometric shape of a single [ConvexPolygonShape2D]: it cannot be concave.
[b]Convex decomposition:[/b] Concave objects' collisions can be represented accurately using [i]several[/i] convex shapes. This allows dynamic physics bodies to have complex concave collisions (at a performance cost). It can be achieved using several [ConvexPolygonShape2D] nodes or by using the [CollisionPolygon2D] node in Solids build mode. To generate a collision polygon from a sprite, select the [Sprite2D] node, go to the [b]Sprite2D[/b] menu that appears above the viewport, and choose [b]Create Polygon2D Sibling[/b].
[b]Performance:[/b] [ConvexPolygonShape2D] is faster to check collisions against compared to [ConcavePolygonShape2D], but it is slower than primitive collision shapes such as [CircleShape2D] or [RectangleShape2D]. Its use should generally be limited to medium-sized objects that cannot have their collision accurately represented by primitive shapes.
</description>
<tutorials>
</tutorials>
<methods>
<method name="set_point_cloud">
<return type="void" />
<param index="0" name="point_cloud" type="PackedVector2Array" />
<description>
Based on the set of points provided, this assigns the [member points] property using the convex hull algorithm, removing all unneeded points. See [method Geometry2D.convex_hull] for details.
</description>
</method>
</methods>
<members>
<member name="points" type="PackedVector2Array" setter="set_points" getter="get_points" default="PackedVector2Array()">
The polygon's list of vertices that form a convex hull. Can be in either clockwise or counterclockwise order.
[b]Warning:[/b] Only set this property to a list of points that actually form a convex hull. Use [method set_point_cloud] to generate the convex hull of an arbitrary set of points.
</member>
</members>
</class>