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
Static methods
staticbuildBoxPlanes(extents:Vector3):Array
Returns an array with 6 godot.Plane
s 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).
staticbuildCapsulePlanes(radius:Single, height:Single, sides:Int, lats:Int, ?axis:Vector3_Axis):Array
Returns an array of godot.Plane
s 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).
staticbuildCylinderPlanes(radius:Single, height:Single, sides:Int, ?axis:Vector3_Axis):Array
Returns an array of godot.Plane
s 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.
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
.
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.Vector2
s, returns the convex hull as a list of points in counterclockwise order. The last point is the same as the first one.
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
.
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.
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.
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.
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
).
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
.
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.
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
.
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
.
staticisPolygonClockwise(polygon:HaxeArray<Vector2>):Bool
Returns true
if polygon
's vertices are ordered in clockwise order, otherwise returns false
.
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.
staticmakeAtlas(sizes:HaxeArray<Vector2>):Dictionary
Given an array of godot.Vector2
s 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
.
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
.
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)]
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
.
staticpointIsInsideTriangle(point:Vector2, a:Vector2, b:Vector2, c:Vector2):Bool
Returns if point
is inside the triangle specified by a
, b
and c
.
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.
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.Plane
s 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.
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.
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.