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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "CollisionShape3D" inherits= "Node3D" version= "4.0" >
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<brief_description >
Node that represents collision shape data in 3D space.
</brief_description>
<description >
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Editor facility for creating and editing collision shapes in 3D space. You can use this node to represent all sorts of collision shapes, for example, add this to an [Area3D] to give it a detection shape, or add it to a [PhysicsBody3D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject3D.shape_owner_get_shape] to get the actual shape.
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</description>
<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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<link title= "3D Kinematic Character Demo" > https://godotengine.org/asset-library/asset/126</link>
<link title= "3D Platformer Demo" > https://godotengine.org/asset-library/asset/125</link>
<link title= "Third Person Shooter Demo" > https://godotengine.org/asset-library/asset/678</link>
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</tutorials>
<methods >
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<method name= "make_convex_from_siblings" >
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<return type= "void" >
</return>
<description >
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Sets the collision shape's shape to the addition of all its convexed [MeshInstance3D] siblings geometry.
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</description>
</method>
<method name= "resource_changed" >
<return type= "void" >
</return>
<argument index= "0" name= "resource" type= "Resource" >
</argument>
<description >
If this method exists within a script it will be called whenever the shape resource has been modified.
</description>
</method>
</methods>
<members >
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<member name= "disabled" type= "bool" setter= "set_disabled" getter= "is_disabled" default= "false" >
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A disabled collision shape has no effect in the world.
</member>
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<member name= "shape" type= "Shape3D" setter= "set_shape" getter= "get_shape" >
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The actual shape owned by this collision shape.
</member>
</members>
<constants >
</constants>
</class>