``````    public static class Geometry
``````

### Static Properties

``````    public static Object Singleton { get; }
``````

### Static Methods

``````    public static Godot.Collections.Array BuildBoxPlanes(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).

``````    public static Godot.Collections.Array BuildCapsulePlanes(float radius, float height, int sides, int lats, Vector3.Axis axis = Vector3.Axis.Z)
``````

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).

``````    public static Godot.Collections.Array BuildCylinderPlanes(float radius, float height, int sides, Vector3.Axis axis = Vector3.Axis.Z)
``````

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).

``````    public static Vector3[] ClipPolygon(Vector3[] points, Plane plane)
``````

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

``````    public static Godot.Collections.Array ClipPolygons2d(Vector2[] polygonA, Vector2[] polygonB)
``````

Clips `polygonA` against `polygonB` and returns an array of clipped polygons. This performs [constant OPERATION_DIFFERENCE] between polygons. Returns an empty array if `polygonB` completely overlaps `polygonA`.

If `polygonB` is enclosed by `polygonA`, returns an outer polygon (boundary) and inner polygon (hole) which could be distiguished by calling IsPolygonClockwise(Godot.Vector2[]).

``````    public static Godot.Collections.Array ClipPolylineWithPolygon2d(Vector2[] polyline, Vector2[] polygon)
``````

Clips `polyline` against `polygon` and returns an array of clipped polylines. This performs [constant OPERATION_DIFFERENCE] between the polyline and the polygon. This operation can be thought of as cutting a line with a closed shape.

``````    public static Vector2[] ConvexHull2d(Vector2[] points)
``````

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

``````    public static Godot.Collections.Array ExcludePolygons2d(Vector2[] polygonA, Vector2[] polygonB)
``````

Mutually excludes common area defined by intersection of `polygonA` and `polygonB` (see IntersectPolygons2d(Godot.Vector2[], Godot.Vector2[])) and returns an array of excluded polygons. This performs [constant OPERATION_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 distiguished by calling IsPolygonClockwise(Godot.Vector2[]).

``````    public static Vector3[] GetClosestPointsBetweenSegments(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`).

``````    public static Vector2[] GetClosestPointsBetweenSegments2d(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`).

``````    public static Vector3 GetClosestPointToSegment(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.

``````    public static Vector2 GetClosestPointToSegment2d(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.

``````    public static Vector3 GetClosestPointToSegmentUncapped(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.

``````    public static Vector2 GetClosestPointToSegmentUncapped2d(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.

``````    public static int GetUv84NormalBit(Vector3 normal)
``````

``````    public static Godot.Collections.Array IntersectPolygons2d(Vector2[] polygonA, Vector2[] polygonB)
``````

Intersects `polygonA` with `polygonB` and returns an array of intersected polygons. This performs [constant OPERATION_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 IsPolygonClockwise(Godot.Vector2[]).

``````    public static Godot.Collections.Array IntersectPolylineWithPolygon2d(Vector2[] polyline, Vector2[] polygon)
``````

Intersects `polyline` with `polygon` and returns an array of intersected polylines. This performs [constant OPERATION_INTERSECTION] between the polyline and the polygon. This operation can be thought of as chopping a line with a closed shape.

``````    public static bool IsPointInCircle(Vector2 point, Vector2 circlePosition, float circleRadius)
``````

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

``````    public static bool IsPointInPolygon(Vector2 point, Vector2[] polygon)
``````

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

``````    public static bool IsPolygonClockwise(Vector2[] polygon)
``````

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

``````    public static object LineIntersectsLine2d(Vector2 fromA, Vector2 dirA, Vector2 fromB, Vector2 dirB)
``````

Checks if the two lines (`fromA`, `dirA`) and (`fromB`, `dirB`) intersect. If yes, return the point of intersection as Vector2. If no intersection takes place, returns an empty Variant.

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

``````    public static Dictionary MakeAtlas(Vector2[] 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.

``````    public static Godot.Collections.Array MergePolygons2d(Vector2[] polygonA, Vector2[] polygonB)
``````

Merges (combines) `polygonA` and `polygonB` and returns an array of merged polygons. This performs [constant OPERATION_UNION] between polygons.

The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling IsPolygonClockwise(Godot.Vector2[]).

``````    public static Godot.Collections.Array OffsetPolygon2d(Vector2[] polygon, float delta, PolyJoinType joinType = PolyJoinType.Square)
``````

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 `joinType`, see PolyJoinType.

The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling IsPolygonClockwise(Godot.Vector2[]).

``````    public static Godot.Collections.Array OffsetPolyline2d(Vector2[] polyline, float delta, PolyJoinType joinType = PolyJoinType.Square, PolyEndType endType = PolyEndType.Square)
``````

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 `joinType`, see PolyJoinType.

Each polygon’s endpoints will be rounded as determined by `endType`, see PolyEndType.

The operation may result in an outer polygon (boundary) and inner polygon (hole) produced which could be distinguished by calling IsPolygonClockwise(Godot.Vector2[]).

``````    public static bool PointIsInsideTriangle(Vector2 point, Vector2 a, Vector2 b, Vector2 c)
``````

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

``````    public static object RayIntersectsTriangle(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.

``````    public static float SegmentIntersectsCircle(Vector2 segmentFrom, Vector2 segmentTo, Vector2 circlePosition, float circleRadius)
``````

Given the 2d segment (`segmentFrom`, `segmentTo`), 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 `circlePosition` and has radius `circleRadius`. 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).

``````    public static Vector3[] SegmentIntersectsConvex(Vector3 from, Vector3 to, Godot.Collections.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.

``````    public static Vector3[] SegmentIntersectsCylinder(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.

``````    public static object SegmentIntersectsSegment2d(Vector2 fromA, Vector2 toA, Vector2 fromB, Vector2 toB)
``````

Checks if the two segments (`fromA`, `toA`) and (`fromB`, `toB`) intersect. If yes, return the point of intersection as Vector2. If no intersection takes place, returns an empty Variant.

``````    public static Vector3[] SegmentIntersectsSphere(Vector3 from, Vector3 to, Vector3 spherePosition, float sphereRadius)
``````

Checks if the segment (`from`, `to`) intersects the sphere that is located at `spherePosition` and has radius `sphereRadius`. 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.

``````    public static object SegmentIntersectsTriangle(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.

``````    public static int[] TriangulateDelaunay2d(Vector2[] points)
``````

Triangulates the area specified by discrete set of `points` such that no point is inside the circumcircle of any resulting triangle. Returns a PoolIntArray 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 PoolIntArray is returned.

``````    public static int[] TriangulatePolygon(Vector2[] 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.

### Inner Types

#### PolyBooleanOperation

Name Value Description
Union 0 Create regions where either subject or clip polygons (or both) are filled.
Difference 1 Create regions where subject polygons are filled except where clip polygons are filled.
Intersection 2 Create regions where both subject and clip polygons are filled.
Xor 3 Create regions where either subject or clip polygons are filled but not where both are filled.

#### PolyEndType

Name Value Description
Polygon 0 Endpoints are joined using the [enum PolyJoinType] value and the path filled as a polygon.
Joined 1 Endpoints are joined using the [enum PolyJoinType] value and the path filled as a polyline.
Butt 2 Endpoints are squared off with no extension.
Square 3 Endpoints are squared off and extended by [code]delta[/code] units.
Round 4 Endpoints are rounded off and extended by [code]delta[/code] units.

#### PolyJoinType

Name Value Description
Square 0 Squaring is applied uniformally at all convex edge joins at [code]1 * delta[/code].
Round 1 While flattened paths can never perfectly trace an arc, they are approximated by a series of arc chords.
Miter 2 There’s a necessary limit to mitered joins since offsetting edges that join at very acute angles will produce excessively long and narrow “spikes”. For any given edge join, when miter offsetting would exceed that maximum distance, “square” joining is applied.
Tags: