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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" ?>
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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">https://docs.godotengine.org/en/latest/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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</return>
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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="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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<constants>
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</constants>
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</class>
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