mirror of
https://github.com/godotengine/godot.git
synced 2024-12-21 10:25:24 +08:00
36 lines
2.9 KiB
XML
36 lines
2.9 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="ConcavePolygonShape3D" inherits="Shape3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
|
|
<brief_description>
|
|
Concave polygon shape resource (also called "trimesh") for 3D physics.
|
|
</brief_description>
|
|
<description>
|
|
3D concave polygon shape resource (also called "trimesh") to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. This shape is created by feeding a list of triangles. Despite its name, [ConcavePolygonShape3D] can also store convex polygon shapes. However, unlike [ConvexPolygonShape3D], [ConcavePolygonShape3D] is [i]not[/i] limited to storing convex shapes exclusively.
|
|
[b]Note:[/b] When used for collision, [ConcavePolygonShape3D] is intended to work with static [PhysicsBody3D] nodes like [StaticBody3D] and will not work with [CharacterBody3D] or [RigidBody3D] with a mode other than Static.
|
|
[b]Performance:[/b] Due to its complexity, [ConcavePolygonShape3D] is the slowest collision shape to check collisions against. Its use should generally be limited to level geometry. For convex geometry, using [ConvexPolygonShape3D] will perform better. For dynamic physics bodies that need concave collision, several [ConvexPolygonShape3D]s can be used to represent its collision by using convex decomposition; see [ConvexPolygonShape3D]'s documentation for instructions. However, consider using primitive collision shapes such as [SphereShape3D] or [BoxShape3D] first.
|
|
[b]Warning:[/b] Using this shape for an [Area3D] (via a [CollisionShape3D] node, created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in the [i]Mesh[/i] menu that appears when selecting a [MeshInstance3D] node) may give unexpected results: the area will only detect collisions with the triangle faces in the [ConcavePolygonShape3D] (and not with any "inside" of the shape, for example); moreover it will only detect all such collisions if [member backface_collision] is [code]true[/code].
|
|
</description>
|
|
<tutorials>
|
|
<link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link>
|
|
</tutorials>
|
|
<methods>
|
|
<method name="get_faces" qualifiers="const">
|
|
<return type="PackedVector3Array" />
|
|
<description>
|
|
Returns the faces (an array of triangles).
|
|
</description>
|
|
</method>
|
|
<method name="set_faces">
|
|
<return type="void" />
|
|
<param index="0" name="faces" type="PackedVector3Array" />
|
|
<description>
|
|
Sets the faces (an array of triangles).
|
|
</description>
|
|
</method>
|
|
</methods>
|
|
<members>
|
|
<member name="backface_collision" type="bool" setter="set_backface_collision_enabled" getter="is_backface_collision_enabled" default="false">
|
|
If set to [code]true[/code], collisions occur on both sides of the concave shape faces. Otherwise they occur only along the face normals.
|
|
</member>
|
|
</members>
|
|
</class>
|