mirror of
https://github.com/godotengine/godot.git
synced 2024-11-27 09:16:35 +08:00
a30e5805af
- Document using convex decomposition in the editor. - Mention that "trimesh" is synonymous with a concave collision shape. - Add performance hints for each collision shape.
21 lines
1.3 KiB
XML
21 lines
1.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="WorldBoundaryShape2D" inherits="Shape2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
|
|
<brief_description>
|
|
World boundary (infinite plane) shape resource for 2D physics.
|
|
</brief_description>
|
|
<description>
|
|
2D world boundary shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. [WorldBoundaryShape2D] works like an infinite plane and will not allow any physics body to go to the negative side. Note that the [member normal] matters; anything "below" the plane will collide with it. If the [WorldBoundaryShape2D] is used in a [PhysicsBody2D], it will cause colliding objects placed "below" it to teleport "above" the plane.
|
|
[b]Performance:[/b] Being a primitive collision shape, [WorldBoundaryShape2D] is fast to check collisions against.
|
|
</description>
|
|
<tutorials>
|
|
</tutorials>
|
|
<members>
|
|
<member name="distance" type="float" setter="set_distance" getter="get_distance" default="0.0">
|
|
The line's distance from the origin.
|
|
</member>
|
|
<member name="normal" type="Vector2" setter="set_normal" getter="get_normal" default="Vector2(0, -1)">
|
|
The line's normal. Defaults to [code]Vector2.UP[/code].
|
|
</member>
|
|
</members>
|
|
</class>
|