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d516aab8fa
Also enhance RigidBody docs as per https://github.com/godotengine/godot-docs/pull/1018 and fix the version tag in all files (not really stable yet, but it makes no sense to hardcode rc3 at this stage).
24 lines
1.2 KiB
XML
24 lines
1.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ConcavePolygonShape2D" inherits="Shape2D" category="Core" version="3.0-stable">
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<brief_description>
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Concave polygon 2D shape resource for physics.
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</brief_description>
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<description>
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Concave polygon 2D shape resource for physics. It is made out of segments and is very optimal for complex polygonal concave collisions. It is really not advised to use for [RigidBody2D] nodes. A CollisionPolygon2D in convex decomposition mode (solids) or several convex objects are advised for that instead. Otherwise, a concave polygon 2D shape is better for static collisions.
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The main difference between a [ConvexPolygonShape2D] and a [code]ConcavePolygonShape2D[/code] is that a concave polygon assumes it is concave and uses a more complex method of collision detection, and a convex one forces itself to be convex in order to speed up collision detection.
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</description>
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<tutorials>
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</tutorials>
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<demos>
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</demos>
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<methods>
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</methods>
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<members>
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<member name="segments" type="PoolVector2Array" setter="set_segments" getter="get_segments">
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The array of points that make up the [code]ConcavePolygonShape2D[/code]'s line segments.
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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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