godot.gen.godot.ConvexPolygonShape2D.kt Maven / Gradle / Ivy
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Contains godot api as kotlin classes and jvm cpp interaction code.
// THIS FILE IS GENERATED! DO NOT EDIT IT MANUALLY!
@file:Suppress("PackageDirectoryMismatch", "unused", "FunctionName", "RedundantModalityModifier",
"UNCHECKED_CAST", "JoinDeclarationAndAssignment", "USELESS_CAST",
"RemoveRedundantQualifierName", "NOTHING_TO_INLINE", "NON_FINAL_MEMBER_IN_OBJECT",
"RedundantVisibilityModifier", "RedundantUnitReturnType", "MemberVisibilityCanBePrivate")
package godot
import godot.`annotation`.GodotBaseType
import godot.core.PackedVector2Array
import godot.core.TypeManager
import godot.core.VariantParser.NIL
import godot.core.VariantParser.PACKED_VECTOR2_ARRAY
import godot.core.memory.TransferContext
import godot.util.VoidPtr
import kotlin.Int
import kotlin.Suppress
import kotlin.Unit
import kotlin.jvm.JvmName
/**
* A 2D convex polygon shape, intended for use in physics. Used internally in [CollisionPolygon2D]
* when it's in [CollisionPolygon2D.BUILD_SOLIDS] mode.
* [ConvexPolygonShape2D] is *solid*, which means it detects collisions from objects that are fully
* inside it, unlike [ConcavePolygonShape2D] which is hollow. This makes it more suitable for both
* detection and physics.
* **Convex decomposition:** A concave polygon can be split up into several convex polygons. This
* allows dynamic physics bodies to have complex concave collisions (at a performance cost) and can be
* achieved by using several [ConvexPolygonShape2D] nodes or by using the [CollisionPolygon2D] node in
* [CollisionPolygon2D.BUILD_SOLIDS] mode. To generate a collision polygon from a sprite, select the
* [Sprite2D] node, go to the **Sprite2D** menu that appears above the viewport, and choose **Create
* Polygon2D Sibling**.
* **Performance:** [ConvexPolygonShape2D] is faster to check collisions against compared to
* [ConcavePolygonShape2D], but it is slower than primitive collision shapes such as [CircleShape2D]
* and [RectangleShape2D]. Its use should generally be limited to medium-sized objects that cannot have
* their collision accurately represented by primitive shapes.
*/
@GodotBaseType
public open class ConvexPolygonShape2D : Shape2D() {
/**
* The polygon's list of vertices that form a convex hull. Can be in either clockwise or
* counterclockwise order.
* **Warning:** Only set this property to a list of points that actually form a convex hull. Use
* [setPointCloud] to generate the convex hull of an arbitrary set of points.
*/
public final inline var points: PackedVector2Array
@JvmName("pointsProperty")
get() = getPoints()
@JvmName("pointsProperty")
set(`value`) {
setPoints(value)
}
public override fun new(scriptIndex: Int): Unit {
callConstructor(ENGINECLASS_CONVEXPOLYGONSHAPE2D, scriptIndex)
}
/**
* Based on the set of points provided, this assigns the [points] property using the convex hull
* algorithm, removing all unneeded points. See [Geometry2D.convexHull] for details.
*/
public final fun setPointCloud(pointCloud: PackedVector2Array): Unit {
TransferContext.writeArguments(PACKED_VECTOR2_ARRAY to pointCloud)
TransferContext.callMethod(rawPtr, MethodBindings.setPointCloudPtr, NIL)
}
public final fun setPoints(points: PackedVector2Array): Unit {
TransferContext.writeArguments(PACKED_VECTOR2_ARRAY to points)
TransferContext.callMethod(rawPtr, MethodBindings.setPointsPtr, NIL)
}
public final fun getPoints(): PackedVector2Array {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.getPointsPtr, PACKED_VECTOR2_ARRAY)
return (TransferContext.readReturnValue(PACKED_VECTOR2_ARRAY) as PackedVector2Array)
}
public companion object
internal object MethodBindings {
public val setPointCloudPtr: VoidPtr =
TypeManager.getMethodBindPtr("ConvexPolygonShape2D", "set_point_cloud", 1509147220)
public val setPointsPtr: VoidPtr =
TypeManager.getMethodBindPtr("ConvexPolygonShape2D", "set_points", 1509147220)
public val getPointsPtr: VoidPtr =
TypeManager.getMethodBindPtr("ConvexPolygonShape2D", "get_points", 2961356807)
}
}