mirror of
https://github.com/godotengine/godot.git
synced 2024-12-15 10:12:40 +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.
18 lines
1.2 KiB
XML
18 lines
1.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="WorldBoundaryShape3D" inherits="Shape3D" 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 3D physics.
|
|
</brief_description>
|
|
<description>
|
|
3D world boundary shape to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. [WorldBoundaryShape3D] works like an infinite plane and will not allow any physics body to go to the negative side. Note that the [Plane]'s normal matters; anything "below" the plane will collide with it. If the [WorldBoundaryShape3D] is used in a [PhysicsBody3D], it will cause colliding objects placed "below" it to teleport "above" the plane.
|
|
[b]Performance:[/b] Being a primitive collision shape, [WorldBoundaryShape3D] is fast to check collisions against.
|
|
</description>
|
|
<tutorials>
|
|
</tutorials>
|
|
<members>
|
|
<member name="plane" type="Plane" setter="set_plane" getter="get_plane" default="Plane(0, 1, 0, 0)">
|
|
The [Plane] used by the [WorldBoundaryShape3D] for collision.
|
|
</member>
|
|
</members>
|
|
</class>
|