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8682adcb87
Helps with discovery and setup of physics solver settings, in a specific project settings section for both 2D and 3D. Other changes for cleanup: -Removed unused space parameters in 3D SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS -Added custom solver bias for Shape3D (same as Shape2D) -Improved documentation for solver settings
31 lines
1.6 KiB
XML
31 lines
1.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Shape3D" inherits="Resource" version="4.0">
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<brief_description>
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Base class for all 3D shape resources.
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</brief_description>
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<description>
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Base class for all 3D shape resources. Nodes that inherit from this can be used as shapes for a [PhysicsBody3D] or [Area3D] objects.
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</description>
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<tutorials>
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<link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link>
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</tutorials>
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<methods>
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<method name="get_debug_mesh">
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<return type="ArrayMesh" />
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<description>
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Returns the [ArrayMesh] used to draw the debug collision for this [Shape3D].
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</description>
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</method>
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</methods>
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<members>
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<member name="custom_solver_bias" type="float" setter="set_custom_solver_bias" getter="get_custom_solver_bias" default="0.0">
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The shape's custom solver bias. Defines how much bodies react to enforce contact separation when this shape is involved.
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When set to [code]0[/code], the default value from [member ProjectSettings.physics/3d/solver/default_contact_bias] is used.
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</member>
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<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.04">
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The collision margin for the shape. Used in Bullet Physics only.
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Collision margins allow collision detection to be more efficient by adding an extra shell around shapes. Collision algorithms are more expensive when objects overlap by more than their margin, so a higher value for margins is better for performance, at the cost of accuracy around edges as it makes them less sharp.
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</member>
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</members>
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</class>
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