virtualx-engine/doc/classes/ConcavePolygonShape.xml

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<?xml version="1.0" encoding="UTF-8" ?>
2022-08-05 18:51:38 +02:00
<class name="ConcavePolygonShape" inherits="Shape" version="3.6" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Concave polygon shape.
</brief_description>
<description>
Concave polygon shape resource, which can be set into a [PhysicsBody] or area. This shape is created by feeding a list of triangles.
[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to work with static [PhysicsBody] nodes like [StaticBody] and will not work with [KinematicBody] or [RigidBody] with a mode other than Static.
[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may give unexpected results: when using Godot Physics, the area will only detect collisions with the triangle faces in the [ConcavePolygonShape] (and not with any "inside" of the shape, for example), and when using Bullet Physics the area will not detect any collisions with the concave shape at all (this is a known bug).
</description>
<tutorials>
<link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link>
</tutorials>
<methods>
<method name="get_faces" qualifiers="const">
<return type="PoolVector3Array" />
<description>
Returns the faces (an array of triangles).
</description>
</method>
<method name="set_faces">
<return type="void" />
<argument index="0" name="faces" type="PoolVector3Array" />
<description>
Sets the faces (an array of triangles).
</description>
</method>
</methods>
<constants>
</constants>
</class>