godot/doc/classes/PolygonOccluder3D.xml

<?xml version="1.0" encoding="UTF-8" ?>
<class name="PolygonOccluder3D" inherits="Occluder3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		Flat 2D polygon shape for use with occlusion culling in [OccluderInstance3D].
	</brief_description>
	<description>
		[PolygonOccluder3D] stores a polygon shape that can be used by the engine's occlusion culling system. When an [OccluderInstance3D] with a [PolygonOccluder3D] is selected in the editor, an editor will appear at the top of the 3D viewport so you can add/remove points. All points must be placed on the same 2D plane, which means it is not possible to create arbitrary 3D shapes with a single [PolygonOccluder3D]. To use arbitrary 3D shapes as occluders, use [ArrayOccluder3D] or [OccluderInstance3D]'s baking feature instead.
		See [OccluderInstance3D]'s documentation for instructions on setting up occlusion culling.
	</description>
	<tutorials>
		<link title="Occlusion culling">$DOCS_URL/tutorials/3d/occlusion_culling.html</link>
	</tutorials>
	<members>
		<member name="polygon" type="PackedVector2Array" setter="set_polygon" getter="get_polygon" default="PackedVector2Array()">
			The polygon to use for occlusion culling. The polygon can be convex or concave, but it should have as few points as possible to maximize performance.
			The polygon must [i]not[/i] have intersecting lines. Otherwise, triangulation will fail (with an error message printed).
		</member>
	</members>
</class>