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/Godot 3.0

Geometry

Inherits: Object

Category: Core

Brief Description

Member Functions

Array build_box_planes ( Vector3 extents )
Array build_capsule_planes ( float radius, float height, int sides, int lats, int axis=2 )
Array build_cylinder_planes ( float radius, float height, int sides, int axis=2 )
PoolVector3Array clip_polygon ( PoolVector3Array points, Plane plane )
PoolVector2Array convex_hull_2d ( PoolVector2Array points )
Vector3 get_closest_point_to_segment ( Vector3 point, Vector3 s1, Vector3 s2 )
Vector2 get_closest_point_to_segment_2d ( Vector2 point, Vector2 s1, Vector2 s2 )
Vector3 get_closest_point_to_segment_uncapped ( Vector3 point, Vector3 s1, Vector3 s2 )
Vector2 get_closest_point_to_segment_uncapped_2d ( Vector2 point, Vector2 s1, Vector2 s2 )
PoolVector3Array get_closest_points_between_segments ( Vector3 p1, Vector3 p2, Vector3 q1, Vector3 q2 )
PoolVector2Array get_closest_points_between_segments_2d ( Vector2 p1, Vector2 q1, Vector2 p2, Vector2 q2 )
int get_uv84_normal_bit ( Vector3 normal )
Dictionary make_atlas ( PoolVector2Array sizes )
bool point_is_inside_triangle ( Vector2 point, Vector2 a, Vector2 b, Vector2 c ) const
Variant ray_intersects_triangle ( Vector3 from, Vector3 dir, Vector3 a, Vector3 b, Vector3 c )
float segment_intersects_circle ( Vector2 segment_from, Vector2 segment_to, Vector2 circle_position, float circle_radius )
PoolVector3Array segment_intersects_convex ( Vector3 from, Vector3 to, Array planes )
PoolVector3Array segment_intersects_cylinder ( Vector3 from, Vector3 to, float height, float radius )
Variant segment_intersects_segment_2d ( Vector2 from_a, Vector2 to_a, Vector2 from_b, Vector2 to_b )
PoolVector3Array segment_intersects_sphere ( Vector3 from, Vector3 to, Vector3 sphere_position, float sphere_radius )
Variant segment_intersects_triangle ( Vector3 from, Vector3 to, Vector3 a, Vector3 b, Vector3 c )
PoolIntArray triangulate_polygon ( PoolVector2Array polygon )

Member Function Description

Array build_box_planes ( Vector3 extents )

Returns an array with 6 Planes that describe the sides of a box centered at the origin. The box size is defined by extents, which represents one (positive) corner of the box (i.e. half its actual size).

Array build_capsule_planes ( float radius, float height, int sides, int lats, int axis=2 )

Returns an array of Planes closely bounding a faceted capsule centered at the origin with radius radius and height height. The parameter sides defines how many planes will be generated for the side part of the capsule, whereas lats gives the number of latitudinal steps at the bottom and top of the capsule. The parameter axis describes the axis along which the capsule is oriented (0 for X, 1 for Y, 2 for Z).

Array build_cylinder_planes ( float radius, float height, int sides, int axis=2 )

Returns an array of Planes closely bounding a faceted cylinder centered at the origin with radius radius and height height. The parameter sides defines how many planes will be generated for the round part of the cylinder. The parameter axis describes the axis along which the cylinder is oriented (0 for X, 1 for Y, 2 for Z).

PoolVector3Array clip_polygon ( PoolVector3Array points, Plane plane )

Clips the polygon defined by the points in points against the plane and returns the points of the clipped polygon.

PoolVector2Array convex_hull_2d ( PoolVector2Array points )

Given an array of Vector2s, returns the convex hull as a list of points in counter-clockwise order. The last point is the same as the first one.

Vector3 get_closest_point_to_segment ( Vector3 point, Vector3 s1, Vector3 s2 )

Returns the 3d point on the 3d segment (s1, s2) that is closest to point. The returned point will always be inside the specified segment.

Vector2 get_closest_point_to_segment_2d ( Vector2 point, Vector2 s1, Vector2 s2 )

Returns the 2d point on the 2d segment (s1, s2) that is closest to point. The returned point will always be inside the specified segment.

Vector3 get_closest_point_to_segment_uncapped ( Vector3 point, Vector3 s1, Vector3 s2 )

Returns the 3d point on the 3d line defined by (s1, s2) that is closest to point. The returned point can be inside the segment (s1, s2) or outside of it, i.e. somewhere on the line extending from the segment.

Vector2 get_closest_point_to_segment_uncapped_2d ( Vector2 point, Vector2 s1, Vector2 s2 )

Returns the 2d point on the 2d line defined by (s1, s2) that is closest to point. The returned point can be inside the segment (s1, s2) or outside of it, i.e. somewhere on the line extending from the segment.

PoolVector3Array get_closest_points_between_segments ( Vector3 p1, Vector3 p2, Vector3 q1, Vector3 q2 )

Given the two 3d segments (p1, p2) and (q1, q2), finds those two points on the two segments that are closest to each other. Returns a PoolVector3Array that contains this point on (p1, p2) as well the accompanying point on (q1, q2).

PoolVector2Array get_closest_points_between_segments_2d ( Vector2 p1, Vector2 q1, Vector2 p2, Vector2 q2 )

Given the two 2d segments (p1, p2) and (q1, q2), finds those two points on the two segments that are closest to each other. Returns a PoolVector2Array that contains this point on (p1, p2) as well the accompanying point on (q1, q2).

int get_uv84_normal_bit ( Vector3 normal )

Dictionary make_atlas ( PoolVector2Array sizes )

Given an array of Vector2s representing tiles, builds an atlas. The returned dictionary has two keys: points is a vector of Vector2 that specifies the positions of each tile, size contains the overall size of the whole atlas as Vector2.

bool point_is_inside_triangle ( Vector2 point, Vector2 a, Vector2 b, Vector2 c ) const

Returns if point is inside the triangle specified by a, b and c.

Variant ray_intersects_triangle ( Vector3 from, Vector3 dir, Vector3 a, Vector3 b, Vector3 c )

Tests if the 3d ray starting at from with the direction of dir intersects the triangle specified by a, b and c. If yes, returns the point of intersection as Vector3. If no intersection takes place, an empty Variant is returned.

float segment_intersects_circle ( Vector2 segment_from, Vector2 segment_to, Vector2 circle_position, float circle_radius )

Given the 2d segment (segment_from, segment_to), 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 circle_position and has radius circle_radius. 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).

PoolVector3Array segment_intersects_convex ( Vector3 from, Vector3 to, Array planes )

Given a convex hull defined though the Planes in the array planes, tests if the segment (from, to) 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.

PoolVector3Array segment_intersects_cylinder ( Vector3 from, Vector3 to, float height, float radius )

Checks if the segment (from, to) intersects the cylinder with height height that is centered at the origin and has radius radius. 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.

Variant segment_intersects_segment_2d ( Vector2 from_a, Vector2 to_a, Vector2 from_b, Vector2 to_b )

Checks if the two segments (from_a, to_a) and (from_b, to_b) intersect. If yes, return the point of intersection as Vector2. If no intersection takes place, returns an empty Variant.

PoolVector3Array segment_intersects_sphere ( Vector3 from, Vector3 to, Vector3 sphere_position, float sphere_radius )

Checks if the segment (from, to) intersects the sphere that is located at sphere_position and has radius sphere_radius. 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.

Variant segment_intersects_triangle ( Vector3 from, Vector3 to, Vector3 a, Vector3 b, Vector3 c )

Tests if the segment (from, to) intersects the triangle a, b, c. If yes, returns the point of intersection as Vector3. If no intersection takes place, an empty Variant is returned.

PoolIntArray triangulate_polygon ( PoolVector2Array polygon )

Triangulates the polygon specified by the points in polygon. Returns a PoolIntArray where each triangle consists of three consecutive point indices into polygon (i.e. the returned array will have n * 3 elements, with n being the number of found triangles). If the triangulation did not succeed, an empty PoolIntArray is returned.

© 2014–2018 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
http://docs.godotengine.org/en/3.0/classes/class_geometry.html