mirror of
https://github.com/godotengine/godot.git
synced 2024-12-15 10:12:40 +08:00
7352a4c0d9
Can be useful for custom drawing of physics shapes without having to add a collision object node to the tree.
30 lines
1.2 KiB
XML
30 lines
1.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="Shape3D" inherits="Resource" version="4.0">
|
|
<brief_description>
|
|
Base class for all 3D shape resources.
|
|
</brief_description>
|
|
<description>
|
|
Base class for all 3D shape resources. Nodes that inherit from this can be used as shapes for a [PhysicsBody3D] or [Area3D] objects.
|
|
</description>
|
|
<tutorials>
|
|
<link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
|
|
</tutorials>
|
|
<methods>
|
|
<method name="get_debug_mesh">
|
|
<return type="ArrayMesh">
|
|
</return>
|
|
<description>
|
|
Returns the [ArrayMesh] used to draw the debug collision for this [Shape3D].
|
|
</description>
|
|
</method>
|
|
</methods>
|
|
<members>
|
|
<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.04">
|
|
The collision margin for the shape. Used in Bullet Physics only.
|
|
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.
|
|
</member>
|
|
</members>
|
|
<constants>
|
|
</constants>
|
|
</class>
|