public static class Geometry

Inheritance Chain

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 Vector2[] ConvexHull2d(Vector2[] 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.

    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 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 that 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 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[] 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.

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