/** * Provides a 2D collision polygon to a [CollisionObject2D] parent. Polygons can be drawn in the editor or specified by a list of vertices. * */ declare class CollisionPolygon2D extends Node2D { /** * Provides a 2D collision polygon to a [CollisionObject2D] parent. Polygons can be drawn in the editor or specified by a list of vertices. * */ new(): CollisionPolygon2D; static "new"(): CollisionPolygon2D /** Collision build mode. Use one of the [enum BuildMode] constants. */ build_mode: int; /** If [code]true[/code], no collisions will be detected. */ disabled: boolean; /** If [code]true[/code], only edges that face up, relative to [CollisionPolygon2D]'s rotation, will collide with other objects. */ one_way_collision: boolean; /** The margin used for one-way collision (in pixels). Higher values will make the shape thicker, and work better for colliders that enter the polygon at a high velocity. */ one_way_collision_margin: float; /** The polygon's list of vertices. The final point will be connected to the first. The returned value is a clone of the [PoolVector2Array], not a reference. */ polygon: PoolVector2Array; connect>(signal: T, method: SignalFunction): number; /** * Collisions will include the polygon and its contained area. * */ static BUILD_SOLIDS: any; /** * Collisions will only include the polygon edges. * */ static BUILD_SEGMENTS: any; }