class_concavepolygonshape2d.rst 3.8 KB

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  2. .. DO NOT EDIT THIS FILE!!!
  3. .. Generated automatically from Godot engine sources.
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  5. .. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ConcavePolygonShape2D.xml.
  6. .. _class_ConcavePolygonShape2D:
  7. ConcavePolygonShape2D
  8. =====================
  9. **Inherits:** :ref:`Shape2D<class_Shape2D>` **<** :ref:`Resource<class_Resource>` **<** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`
  10. Concave polygon shape resource for 2D physics.
  11. Description
  12. -----------
  13. 2D concave polygon shape to be added as a *direct* child of a :ref:`PhysicsBody2D<class_PhysicsBody2D>` or :ref:`Area2D<class_Area2D>` using a :ref:`CollisionShape2D<class_CollisionShape2D>` node. It is made out of segments and is optimal for complex polygonal concave collisions. However, it is not advised to use for :ref:`RigidDynamicBody2D<class_RigidDynamicBody2D>` nodes. A CollisionPolygon2D in convex decomposition mode (solids) or several convex objects are advised for that instead. Otherwise, a concave polygon 2D shape is better for static collisions.
  14. The main difference between a :ref:`ConvexPolygonShape2D<class_ConvexPolygonShape2D>` 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 to speed up collision detection.
  15. \ **Performance:** Due to its complexity, ``ConcavePolygonShape2D`` is the slowest collision shape to check collisions against. Its use should generally be limited to level geometry. For convex geometry, using :ref:`ConvexPolygonShape2D<class_ConvexPolygonShape2D>` will perform better. For dynamic physics bodies that need concave collision, several :ref:`ConvexPolygonShape2D<class_ConvexPolygonShape2D>`\ s can be used to represent its collision by using convex decomposition; see :ref:`ConvexPolygonShape2D<class_ConvexPolygonShape2D>`'s documentation for instructions. However, consider using primitive collision shapes such as :ref:`CircleShape2D<class_CircleShape2D>` or :ref:`RectangleShape2D<class_RectangleShape2D>` first.
  16. Properties
  17. ----------
  18. +-----------------------------------------------------+----------------------------------------------------------------+--------------------------+
  19. | :ref:`PackedVector2Array<class_PackedVector2Array>` | :ref:`segments<class_ConcavePolygonShape2D_property_segments>` | ``PackedVector2Array()`` |
  20. +-----------------------------------------------------+----------------------------------------------------------------+--------------------------+
  21. Property Descriptions
  22. ---------------------
  23. .. _class_ConcavePolygonShape2D_property_segments:
  24. - :ref:`PackedVector2Array<class_PackedVector2Array>` **segments**
  25. +-----------+--------------------------+
  26. | *Default* | ``PackedVector2Array()`` |
  27. +-----------+--------------------------+
  28. | *Setter* | set_segments(value) |
  29. +-----------+--------------------------+
  30. | *Getter* | get_segments() |
  31. +-----------+--------------------------+
  32. The array of points that make up the ``ConcavePolygonShape2D``'s line segments.
  33. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
  34. .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
  35. .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
  36. .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
  37. .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
  38. .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`