Table of Contents

Enum PhysicsServer2D.ShapeType

Namespace
Godot
Assembly
GodotSharp.dll
public enum PhysicsServer2D.ShapeType : long

Fields

Capsule = 5

This is the constant for creating capsule shapes. A capsule shape is defined by a radius and a length. It can be used for intersections and inside/outside checks.

Circle = 3

This is the constant for creating circle shapes. A circle shape only has a radius. It can be used for intersections and inside/outside checks.

ConcavePolygon = 7

This is the constant for creating concave polygon shapes. A polygon is defined by a list of points. It can be used for intersections checks, but not for inside/outside checks.

ConvexPolygon = 6

This is the constant for creating convex polygon shapes. A polygon is defined by a list of points. It can be used for intersections and inside/outside checks.

Custom = 8

This constant is used internally by the engine. Any attempt to create this kind of shape results in an error.

Rectangle = 4

This is the constant for creating rectangle shapes. A rectangle shape is defined by a width and a height. It can be used for intersections and inside/outside checks.

Segment = 2

This is the constant for creating segment shapes. A segment shape is a finite line from a point A to a point B. It can be checked for intersections.

SeparationRay = 1

This is the constant for creating separation ray shapes. A separation ray is defined by a length and separates itself from what is touching its far endpoint. Useful for character controllers.

WorldBoundary = 0

This is the constant for creating world boundary shapes. A world boundary shape is an infinite line with an origin point, and a normal. Thus, it can be used for front/behind checks.