Geometry provides users with a set of helper functions to create geometric shapes, compute intersections between shapes, and process various other geometric operations.

Static variables

@:native("Singleton")staticread onlySINGLETON:Object

Static methods

@:native("BuildBoxPlanes")staticbuildBoxPlanes(extents:Vector3):Array

Returns an array with 6 godot.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).

@:native("BuildCapsulePlanes")staticbuildCapsulePlanes(radius:Single, height:Single, sides:Int, lats:Int, ?axis:Vector3_Axis):Array

Returns an array of godot.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).

@:native("BuildCylinderPlanes")staticbuildCylinderPlanes(radius:Single, height:Single, sides:Int, ?axis:Vector3_Axis):Array

Returns an array of godot.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).

staticinlineclipPolygon(points:HaxeArray<Vector3>, plane:Plane):Array<Vector3>

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

@:native("ClipPolygons2d")staticclipPolygons2d(polygonA:HaxeArray<Vector2>, polygonB:HaxeArray<Vector2>):Array

Clips polygon_a against polygon_b and returns an array of clipped polygons. This performs godot.Geometry_PolyBooleanOperation.difference between polygons. Returns an empty array if polygon_b completely overlaps polygon_a.

If polygon_b is enclosed by polygon_a, returns an outer polygon (boundary) and inner polygon (hole) which could be distinguished by calling godot.Geometry.isPolygonClockwise.

@:native("ClipPolylineWithPolygon2d")staticclipPolylineWithPolygon2d(polyline:HaxeArray<Vector2>, polygon:HaxeArray<Vector2>):Array

Clips polyline against polygon and returns an array of clipped polylines. This performs godot.Geometry_PolyBooleanOperation.difference between the polyline and the polygon. This operation can be thought of as cutting a line with a closed shape.

staticinlineconvexHull2d(points:HaxeArray<Vector2>):Array<Vector2>

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

@:native("ExcludePolygons2d")staticexcludePolygons2d(polygonA:HaxeArray<Vector2>, polygonB:HaxeArray<Vector2>):Array

Mutually excludes common area defined by intersection of polygon_a and polygon_b (see godot.Geometry.intersectPolygons2d) and returns an array of excluded polygons. This performs godot.Geometry_PolyBooleanOperation.xor between polygons. In other words, returns all but common area between polygons.

The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling godot.Geometry.isPolygonClockwise.

@:native("GetClosestPointToSegment")staticgetClosestPointToSegment(point:Vector3, s1:Vector3, s2:Vector3):Vector3

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.

@:native("GetClosestPointToSegment2d")staticgetClosestPointToSegment2d(point:Vector2, s1:Vector2, s2:Vector2):Vector2

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.

@:native("GetClosestPointToSegmentUncapped")staticgetClosestPointToSegmentUncapped(point:Vector3, s1:Vector3, s2:Vector3):Vector3

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.

@:native("GetClosestPointToSegmentUncapped2d")staticgetClosestPointToSegmentUncapped2d(point:Vector2, s1:Vector2, s2:Vector2):Vector2

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.

staticinlinegetClosestPointsBetweenSegments(p1:Vector3, p2:Vector3, q1:Vector3, q2:Vector3):Array<Vector3>

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 godot.Vector3 that contains this point on (p1, p2) as well the accompanying point on (q1, q2).

staticinlinegetClosestPointsBetweenSegments2d(p1:Vector2, q1:Vector2, p2:Vector2, q2:Vector2):Array<Vector2>

Given the two 2D segments (p1, q1) and (p2, q2), finds those two points on the two segments that are closest to each other. Returns a godot.Vector2 that contains this point on (p1, q1) as well the accompanying point on (p2, q2).

@:native("GetUv84NormalBit")staticgetUv84NormalBit(normal:Vector3):Int

Used internally by the engine.

@:native("IntersectPolygons2d")staticintersectPolygons2d(polygonA:HaxeArray<Vector2>, polygonB:HaxeArray<Vector2>):Array

Intersects polygon_a with polygon_b and returns an array of intersected polygons. This performs godot.Geometry_PolyBooleanOperation.intersection between polygons. In other words, returns common area shared by polygons. Returns an empty array if no intersection occurs.

The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling godot.Geometry.isPolygonClockwise.

@:native("IntersectPolylineWithPolygon2d")staticintersectPolylineWithPolygon2d(polyline:HaxeArray<Vector2>, polygon:HaxeArray<Vector2>):Array

Intersects polyline with polygon and returns an array of intersected polylines. This performs godot.Geometry_PolyBooleanOperation.intersection between the polyline and the polygon. This operation can be thought of as chopping a line with a closed shape.

@:native("IsPointInCircle")staticisPointInCircle(point:Vector2, circlePosition:Vector2, circleRadius:Single):Bool

Returns true if point is inside the circle or if it's located exactly on the circle's boundary, otherwise returns false.

@:native("IsPointInPolygon")staticisPointInPolygon(point:Vector2, polygon:HaxeArray<Vector2>):Bool

Returns true if point is inside polygon or if it's located exactly on polygon's boundary, otherwise returns false.

@:native("IsPolygonClockwise")staticisPolygonClockwise(polygon:HaxeArray<Vector2>):Bool

Returns true if polygon's vertices are ordered in clockwise order, otherwise returns false.

@:native("LineIntersectsLine2d")staticlineIntersectsLine2d(fromA:Vector2, dirA:Vector2, fromB:Vector2, dirB:Vector2):Dynamic

Checks if the two lines (from_a, dir_a) and (from_b, dir_b) intersect. If yes, return the point of intersection as godot.Vector2. If no intersection takes place, returns null.

Note: The lines are specified using direction vectors, not end points.

@:native("MakeAtlas")staticmakeAtlas(sizes:HaxeArray<Vector2>):Dictionary

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

@:native("MergePolygons2d")staticmergePolygons2d(polygonA:HaxeArray<Vector2>, polygonB:HaxeArray<Vector2>):Array

Merges (combines) polygon_a and polygon_b and returns an array of merged polygons. This performs godot.Geometry_PolyBooleanOperation.union between polygons.

The operation may result in an outer polygon (boundary) and multiple inner polygons (holes) produced which could be distinguished by calling godot.Geometry.isPolygonClockwise.

@:native("OffsetPolygon2d")staticoffsetPolygon2d(polygon:Array<Vector2>, delta:Single, ?joinType:Geometry_PolyJoinType):Array

Inflates or deflates polygon by delta units (pixels). If delta is positive, makes the polygon grow outward. If delta is negative, shrinks the polygon inward. Returns an array of polygons because inflating/deflating may result in multiple discrete polygons. Returns an empty array if delta is negative and the absolute value of it approximately exceeds the minimum bounding rectangle dimensions of the polygon.

Each polygon's vertices will be rounded as determined by join_type, see godot.Geometry_PolyJoinType.

The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling godot.Geometry.isPolygonClockwise.

Note: To translate the polygon's vertices specifically, use the Transform2D.xform method:


var polygon = PoolVector2Array([Vector2(0, 0), Vector2(100, 0), Vector2(100, 100), Vector2(0, 100)])
var offset = Vector2(50, 50)
polygon = Transform2D(0, offset).xform(polygon)
print(polygon) # prints [Vector2(50, 50), Vector2(150, 50), Vector2(150, 150), Vector2(50, 150)]

@:native("OffsetPolyline2d")staticoffsetPolyline2d(polyline:Array<Vector2>, delta:Single, ?joinType:Geometry_PolyJoinType, ?endType:Geometry_PolyEndType):Array

Inflates or deflates polyline by delta units (pixels), producing polygons. If delta is positive, makes the polyline grow outward. Returns an array of polygons because inflating/deflating may result in multiple discrete polygons. If delta is negative, returns an empty array.

Each polygon's vertices will be rounded as determined by join_type, see godot.Geometry_PolyJoinType.

Each polygon's endpoints will be rounded as determined by end_type, see godot.Geometry_PolyEndType.

The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling godot.Geometry.isPolygonClockwise.

@:native("PointIsInsideTriangle")staticpointIsInsideTriangle(point:Vector2, a:Vector2, b:Vector2, c:Vector2):Bool

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

@:native("RayIntersectsTriangle")staticrayIntersectsTriangle(from:Vector3, dir:Vector3, a:Vector3, b:Vector3, c:Vector3):Dynamic

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 godot.Vector3. If no intersection takes place, an empty Variant is returned.

@:native("SegmentIntersectsCircle")staticsegmentIntersectsCircle(segmentFrom:Vector2, segmentTo:Vector2, circlePosition:Vector2, circleRadius:Single):Single

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).

staticinlinesegmentIntersectsConvex(from:Vector3, to:Vector3, planes:Array):Array<Vector3>

Given a convex hull defined though the godot.Planes in the array planes, tests if the segment (from, to) intersects with that hull. If an intersection is found, returns a godot.Vector3 containing the point the intersection and the hull's normal. If no intersecion is found, an the returned array is empty.

staticinlinesegmentIntersectsCylinder(from:Vector3, to:Vector3, height:Single, radius:Single):Array<Vector3>

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 godot.Vector3. If an intersection takes place, the returned array contains the point of intersection and the cylinder's normal at the point of intersection.

@:native("SegmentIntersectsSegment2d")staticsegmentIntersectsSegment2d(fromA:Vector2, toA:Vector2, fromB:Vector2, toB:Vector2):Dynamic

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

staticinlinesegmentIntersectsSphere(from:Vector3, to:Vector3, spherePosition:Vector3, sphereRadius:Single):Array<Vector3>

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 godot.Vector3. If yes, returns a godot.Vector3 containing the point of intersection and the sphere's normal at the point of intersection.

@:native("SegmentIntersectsTriangle")staticsegmentIntersectsTriangle(from:Vector3, to:Vector3, a:Vector3, b:Vector3, c:Vector3):Dynamic

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

staticinlinetriangulateDelaunay2d(points:HaxeArray<Vector2>):Array<Int>

Triangulates the area specified by discrete set of points such that no point is inside the circumcircle of any resulting triangle. Returns a Int where each triangle consists of three consecutive point indices into points (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 Int is returned.

staticinlinetriangulatePolygon(polygon:HaxeArray<Vector2>):Array<Int>

Triangulates the polygon specified by the points in polygon. Returns a Int 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). Output triangles will always be counter clockwise, and the contour will be flipped if it's clockwise. If the triangulation did not succeed, an empty Int is returned.