mirror of
https://github.com/godotengine/godot.git
synced 2024-12-27 11:24:59 +08:00
1c1524a651
Can't stop, won't stop, they said, huh?
19 lines
1.4 KiB
XML
19 lines
1.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="PolygonOccluder3D" inherits="Occluder3D" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
|
|
<brief_description>
|
|
Flat 2D polygon shape for use with occlusion culling in [OccluderInstance3D].
|
|
</brief_description>
|
|
<description>
|
|
[PolygonOccluder3D] stores a polygon shape that can be used by the engine's occlusion culling system. When an [OccluderInstance3D] with a [PolygonOccluder3D] is selected in the editor, an editor will appear at the top of the 3D viewport so you can add/remove points. All points must be placed on the same 2D plane, which means it is not possible to create arbitrary 3D shapes with a single [PolygonOccluder3D]. To use arbitrary 3D shapes as occluders, use [ArrayOccluder3D] or [OccluderInstance3D]'s baking feature instead.
|
|
See [OccluderInstance3D]'s documentation for instructions on setting up occlusion culling.
|
|
</description>
|
|
<tutorials>
|
|
</tutorials>
|
|
<members>
|
|
<member name="polygon" type="PackedVector2Array" setter="set_polygon" getter="get_polygon" default="PackedVector2Array()">
|
|
The polygon to use for occlusion culling. The polygon can be convex or concave, but it should have as few points as possible to maximize performance.
|
|
The polygon must [i]not[/i] have intersecting lines. Otherwise, triangulation will fail (with an error message printed).
|
|
</member>
|
|
</members>
|
|
</class>
|