The MOST UNDERRATED Godot tool (GEOMETRY CLASS)

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  • เผยแพร่เมื่อ 14 ต.ค. 2024

ความคิดเห็น • 24

  • @frecio231
    @frecio231 2 ปีที่แล้ว +6

    Great video, I'd like to see the 3D version

  • @4U4U7
    @4U4U7 ปีที่แล้ว +1

    Loving your channel! Thanks for the great videos and please do keep them coming, definitely of the best out there! All the best to your endeavours and keep well, looking forward to your next tutorials.

  • @sslaxx
    @sslaxx ปีที่แล้ว +2

    Nice! Such interesting functionality - wondering about implementing it into 2D platformers.

  • @dbatdev
    @dbatdev 11 หลายเดือนก่อน +1

    Very instructive, Thank you!

  • @gadmas2670
    @gadmas2670 ปีที่แล้ว +1

    Would love a Video about the trajectory indicator line :)

    • @mrelipteach
      @mrelipteach  ปีที่แล้ว +1

      Take a look at this tutorial from KidsCanCode kidscancode.org/godot_recipes/3.x/2d/2d_draw_trajectory/

  • @soonheng1577
    @soonheng1577 2 ปีที่แล้ว +2

    yup, we want 3d. great vid!

  • @Bassalicious
    @Bassalicious ปีที่แล้ว

    Great video! Is there any chance you could do a 3D version of this?
    Ideally I'd want the volume and centre of mass of the intersection of two 3D collision shapes / meshes. I'm very much a beginner and have no idea if this approach is feasible performance-wise or even necessary for my project idea. Maybe I'll come across a more elegant solution but I'll give the 3D "clip_polygon()" function a go. I had no idea it even existed and it might just be what I needed.

    • @mrelipteach
      @mrelipteach  ปีที่แล้ว +1

      For the center of mass you can easily get the collision points between the area and by computing the average position it'll give you the center. I made a blogpost about that: mreliptik.github.io/godot-area-collision/
      Concerning the volume, it might be a bit harder. I'm not sure if Godot as built in functions for that

    • @Bassalicious
      @Bassalicious ปีที่แล้ว +1

      @@mrelipteach Thanks! I fiddled around with it some more and I think approximating the volume by casting out rays in a grid pattern might be good enough for what I need. One of the shapes is always a specific cylinder so I'm casting rays radially from its centre axis and calculating the volume of a truncated pyramid basically.
      Wish me luck this works out :D

  • @return_null
    @return_null หลายเดือนก่อน

    Hi, is it possible to get the closest point from polygon to polygon? Something kinda similar to the "segment to segment" that you've shown, but both are polygons instead?
    Or maybe even something like point to polygon at least? I don't see a particular function for this on the docs.
    Thanks in advance!

    • @mrelipteach
      @mrelipteach  หลายเดือนก่อน

      No I don't think there is something like that. You can make your own, by going through the polygon points and check using get_closet_point_to_segment or get_closest_points_between_segments

  • @UnwittingSweater
    @UnwittingSweater 6 หลายเดือนก่อน

    Great video. Thank you.

  • @friendlyfox2189
    @friendlyfox2189 ปีที่แล้ว +2

    please do 3d, there are hardly documentation these kind of stuff

    • @Bassalicious
      @Bassalicious ปีที่แล้ว

      Exactly what I am looking for too.

  • @jeyko666
    @jeyko666 ปีที่แล้ว

    can't seem to get difference 2d boolean working

    • @mrelipteach
      @mrelipteach  ปีที่แล้ว

      But it works with other operations? Make sure both polygon points are in the same transform, and make sure the operation you're trying to do makes sens. If both polygon are not overlapping for example, it won't do what you expect of course

  • @jeyko666
    @jeyko666 ปีที่แล้ว

    thx thx it's great!

  • @yozheeg
    @yozheeg ปีที่แล้ว

    super!