Merge pull request #58693 from Calinou/doc-physics-shapes
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95b6c6cf9a
19 changed files with 59 additions and 39 deletions
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="BoxShape3D" inherits="Shape3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Box shape resource.
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Box shape resource for 3D collisions.
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</brief_description>
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<description>
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3D box shape that can be a child of a [PhysicsBody3D] or [Area3D].
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3D box shape to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node.
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[b]Performance:[/b] Being a primitive collision shape, [BoxShape3D] is fast to check collisions against (though not as fast as [SphereShape3D]).
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</description>
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<tutorials>
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<link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CapsuleShape2D" inherits="Shape2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Capsule shape for 2D collisions.
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Capsule shape resource for 2D physics.
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</brief_description>
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<description>
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Capsule shape for 2D collisions.
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2D capsule shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. In 2D, a capsule is a rectangle shape with half-circles at both ends.
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[b]Performance:[/b] Being a primitive collision shape, [CapsuleShape2D] is fast to check collisions against (though not as fast as [CircleShape2D]).
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</description>
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<tutorials>
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</tutorials>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CapsuleShape3D" inherits="Shape3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Capsule shape for collisions.
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Capsule shape resource for 3D collisions.
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</brief_description>
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<description>
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Capsule shape for collisions.
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3D capsule shape to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. In 3D, a capsule is a cylinder shape with hemispheres at both ends.
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[b]Performance:[/b] Being a primitive collision shape, [CapsuleShape3D] is fast to check collisions against (though not as fast as [SphereShape3D]). [CapsuleShape3D] is cheaper to check collisions against compared to [CylinderShape3D].
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</description>
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<tutorials>
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<link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CircleShape2D" inherits="Shape2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Circular shape for 2D collisions.
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Circular shape resource for 2D physics.
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</brief_description>
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<description>
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Circular shape for 2D collisions. This shape is useful for modeling balls or small characters and its collision detection with everything else is very fast.
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2D circular shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. This shape is useful for modeling balls or small characters and its collision detection with everything else is very fast.
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[b]Performance:[/b] Being a primitive collision shape, [CircleShape2D] is the fastest collision shape to check collisions against, as it only requires a distance check with the shape's origin.
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</description>
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<tutorials>
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</tutorials>
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Defines a 2D collision polygon.
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</brief_description>
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<description>
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Provides a 2D collision polygon to a [CollisionObject2D] parent. Polygons can be drawn in the editor or specified by a list of vertices.
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Provides a concave or convex 2D collision polygon to a [CollisionObject2D] parent. Polygons can be drawn in the editor or specified by a list of vertices. See also [ConvexPolygonShape2D].
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In the editor, a [CollisionPolygon2D] can be generated from a [Sprite2D]'s outline by selecting a [Sprite2D] node, going to the [b]Sprite2D[/b] menu at the top of the 2D editor viewport then choosing [b]Create CollisionPolygon2D Sibling[/b].
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</description>
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<tutorials>
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</tutorials>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CollisionPolygon3D" inherits="Node3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Editor-only class for defining a collision polygon in 3D space.
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Editor-only node for defining a collision polygon in 3D space.
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</brief_description>
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<description>
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Allows editing a collision polygon's vertices on a selected plane. Can also set a depth perpendicular to that plane. This class is only available in the editor. It will not appear in the scene tree at run-time. Creates a [Shape3D] for gameplay. Properties modified during gameplay will have no effect.
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Allows editing a concave or convex collision polygon's vertices on a selected plane. Can also set a depth perpendicular to that plane. This class is only available in the editor. It will not appear in the scene tree at run-time. Creates several [ConvexPolygonShape3D]s at run-time to represent the original polygon using convex decomposition.
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[b]Note:[/b] Since this is an editor-only helper, properties modified during gameplay will have no effect.
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</description>
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<tutorials>
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</tutorials>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ConcavePolygonShape2D" inherits="Shape2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Concave polygon 2D shape resource for physics.
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Concave polygon shape resource for 2D 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 optimal for complex polygonal concave collisions. However, it is not advised to use for [RigidDynamicBody2D] 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 [ConcavePolygonShape2D] 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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2D concave polygon shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. It is made out of segments and is optimal for complex polygonal concave collisions. However, it is not advised to use for [RigidDynamicBody2D] 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 [ConcavePolygonShape2D] 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 to speed up collision detection.
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[b]Performance:[/b] Due to its complexity, [ConcavePolygonShape2D] is the slowest collision shape to check collisions against. Its use should generally be limited to level geometry. For convex geometry, using [ConvexPolygonShape2D] will perform better. For dynamic physics bodies that need concave collision, several [ConvexPolygonShape2D]s can be used to represent its collision by using convex decomposition; see [ConvexPolygonShape2D]'s documentation for instructions. However, consider using primitive collision shapes such as [CircleShape2D] or [RectangleShape2D] first.
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</description>
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<tutorials>
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</tutorials>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ConcavePolygonShape3D" inherits="Shape3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Concave polygon shape.
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Concave polygon shape resource (also called "trimesh") for 3D physics.
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</brief_description>
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<description>
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Concave polygon shape resource, which can be set into a [PhysicsBody3D] or area. This shape is created by feeding a list of triangles.
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3D concave polygon shape resource (also called "trimesh") to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. This shape is created by feeding a list of triangles. Despite its name, [ConcavePolygonShape3D] can also store convex polygon shapes. However, unlike [ConvexPolygonShape3D], [ConcavePolygonShape3D] is [i]not[/i] limited to storing convex shapes exclusively.
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[b]Note:[/b] When used for collision, [ConcavePolygonShape3D] is intended to work with static [PhysicsBody3D] nodes like [StaticBody3D] and will not work with [CharacterBody3D] or [RigidDynamicBody3D] with a mode other than Static.
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[b]Performance:[/b] Due to its complexity, [ConcavePolygonShape3D] is the slowest collision shape to check collisions against. Its use should generally be limited to level geometry. For convex geometry, using [ConvexPolygonShape3D] will perform better. For dynamic physics bodies that need concave collision, several [ConvexPolygonShape3D]s can be used to represent its collision by using convex decomposition; see [ConvexPolygonShape3D]'s documentation for instructions. However, consider using primitive collision shapes such as [SphereShape3D] or [BoxShape3D] first.
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</description>
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<tutorials>
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<link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ConvexPolygonShape2D" inherits="Shape2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Convex polygon shape for 2D physics.
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Convex polygon shape resource for 2D physics.
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</brief_description>
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<description>
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Convex polygon shape for 2D physics. A convex polygon, whatever its shape, is internally decomposed into as many convex polygons as needed to ensure all collision checks against it are always done on convex polygons (which are faster to check).
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The main difference between a [ConvexPolygonShape2D] and a [ConcavePolygonShape2D] 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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2D convex polygon shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. A convex polygon, whatever its shape, is internally decomposed into as many convex polygons as needed to ensure all collision checks against it are always done on convex polygons (which are faster to check). See also [CollisionPolygon2D].
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The main difference between a [ConvexPolygonShape2D] and a [ConcavePolygonShape2D] 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 to speed up collision detection.
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[b]Performance:[/b] [ConvexPolygonShape2D] is faster to check collisions against compared to [ConcavePolygonShape2D], but it is slower than primitive collision shapes such as [CircleShape2D] or [RectangleShape2D]. Its use should generally be limited to medium-sized objects that cannot have their collision accurately represented by a primitive shape.
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</description>
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<tutorials>
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</tutorials>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ConvexPolygonShape3D" inherits="Shape3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Convex polygon shape for 3D physics.
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Convex polygon shape resource for 3D physics.
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</brief_description>
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<description>
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Convex polygon shape resource, which can be added to a [PhysicsBody3D] or area.
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3D convex polygon shape resource to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. Unlike [ConcavePolygonShape3D], [ConvexPolygonShape3D] cannot store concave polygon shapes. [ConvexPolygonShape2D]s can be manually drawn in the editor using the [CollisionPolygon3D] node.
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[b]Convex decomposition:[/b] Concave objects' collisions can be represented accurately using [i]several[/i] [ConvexPolygonShape3D]s. This allows dynamic physics bodies to have complex concave collisions (at a performance cost). This is available in the editor by selecting the [MeshInstance3D], going to the [b]Mesh[/b] menu and choosing [b]Create Multiple Convex Collision Siblings[/b]. Alternatively, [method MeshInstance3D.create_multiple_convex_collisions] can be called in a script to perform this decomposition at run-time.
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[b]Performance:[/b] [ConvexPolygonShape3D] is faster to check collisions against compared to [ConcavePolygonShape3D], but it is slower than primitive collision shapes such as [SphereShape3D] or [BoxShape3D]. Its use should generally be limited to medium-sized objects that cannot have their collision accurately represented by a primitive shape.
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</description>
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<tutorials>
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<link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CylinderShape3D" inherits="Shape3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Cylinder shape for collisions.
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Cylinder shape for 3D collisions.
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</brief_description>
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<description>
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Cylinder shape for collisions.
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Cylinder shape for collisions. Like [CapsuleShape3D], but without hemispheres at the cylinder's ends.
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[b]Performance:[/b] Being a primitive collision shape, [CylinderShape3D] is fast to check collisions against (though not as fast as [SphereShape3D]). [CylinderShape3D] is also more demanding compared to [CapsuleShape3D].
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</description>
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<tutorials>
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<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="HeightMapShape3D" inherits="Shape3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Height map shape for 3D physics.
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Height map shape resource for 3D physics.
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</brief_description>
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<description>
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Height map shape resource, which can be added to a [PhysicsBody3D] or [Area3D].
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Height map shape resource, which can be added to a [PhysicsBody3D] or [Area3D]. Heightmap collision is typically used for colliding with terrains. However, since heightmaps cannot store overhangs, collisions with other structures (such as buildings) must be done with other collision shapes such as [ConcavePolygonShape3D]. If needed, "holes" can be created in an [HeightMapShape3D] by assigning very low points (like [code]-100000[/code]) in the desired area.
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[b]Performance:[/b] [HeightMapShape3D] is faster to check collisions against compared to [ConcavePolygonShape3D], but it is slower than primitive collision shapes such as [SphereShape3D] or [BoxShape3D].
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</description>
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<tutorials>
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</tutorials>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="RectangleShape2D" inherits="Shape2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Rectangle shape for 2D collisions.
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Rectangle shape resource for 2D physics.
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</brief_description>
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<description>
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Rectangle shape for 2D collisions. This shape is useful for modeling box-like 2D objects.
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2D rectangle shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. This shape is useful for modeling box-like 2D objects.
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[b]Performance:[/b] Being a primitive collision shape, [RectangleShape2D] is fast to check collisions against (though not as fast as [CircleShape2D]).
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</description>
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<tutorials>
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<link title="2D Pong Demo">https://godotengine.org/asset-library/asset/121</link>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SegmentShape2D" inherits="Shape2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Segment shape for 2D collisions.
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Segment shape resource for 2D physics.
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</brief_description>
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<description>
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Segment shape for 2D collisions. Consists of two points, [code]a[/code] and [code]b[/code].
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2D segment shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. Consists of two points, [code]a[/code] and [code]b[/code].
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[b]Performance:[/b] Being a primitive collision shape, [SegmentShape2D] is fast to check collisions against (though not as fast as [CircleShape2D]).
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</description>
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<tutorials>
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</tutorials>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SeparationRayShape2D" inherits="Shape2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Separation ray shape for 2D collisions.
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Separation ray shape resource for 2D physics.
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</brief_description>
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<description>
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Separation ray shape for 2D collisions. A ray is not really a collision body; instead, it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters.
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2D separation ray shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. A ray is not really a collision body; instead, it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters.
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[b]Performance:[/b] Being a primitive collision shape, [SeparationRayShape2D] is fast to check collisions against.
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</description>
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<tutorials>
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</tutorials>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SeparationRayShape3D" inherits="Shape3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Separation ray shape for 3D collisions.
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Separation ray shape resource for 3D physics.
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</brief_description>
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<description>
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Separation ray shape for 3D collisions, which can be set into a [PhysicsBody3D] or [Area3D]. A ray is not really a collision body; instead, it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters.
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3D separation ray shape to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. A ray is not really a collision body; instead, it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters.
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[b]Performance:[/b] Being a primitive collision shape, [SeparationRayShape3D] is fast to check collisions against.
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</description>
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<tutorials>
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</tutorials>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="SphereShape3D" inherits="Shape3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Sphere shape for 3D collisions.
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Sphere shape resource for 3D collisions.
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</brief_description>
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<description>
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Sphere shape for 3D collisions, which can be set into a [PhysicsBody3D] or [Area3D]. This shape is useful for modeling sphere-like 3D objects.
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3D sphere shape to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. This shape is useful for modeling sphere-like 3D objects.
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[b]Performance:[/b] Being a primitive collision shape, [SphereShape3D] is the fastest collision shape to check collisions against, as it only requires a distance check with the shape's origin.
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</description>
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<tutorials>
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<link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link>
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="WorldBoundaryShape2D" inherits="Shape2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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World boundary shape for 2D collisions.
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World boundary (infinite plane) shape resource for 2D physics.
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</brief_description>
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<description>
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World boundary shape for 2D collisions. It works like a 2D plane and will not allow any physics body to go to the negative side. Not recommended for rigid bodies, and usually not recommended for static bodies either because it forces checks against it on every frame.
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2D world boundary shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. [WorldBoundaryShape2D] works like an infinite plane and will not allow any physics body to go to the negative side. Note that the [member normal] matters; anything "below" the plane will collide with it. If the [WorldBoundaryShape2D] is used in a [PhysicsBody2D], it will cause colliding objects placed "below" it to teleport "above" the plane.
|
||||
[b]Performance:[/b] Being a primitive collision shape, [WorldBoundaryShape2D] is fast to check collisions against.
|
||||
</description>
|
||||
<tutorials>
|
||||
</tutorials>
|
||||
|
|
|
@ -1,10 +1,11 @@
|
|||
<?xml version="1.0" encoding="UTF-8" ?>
|
||||
<class name="WorldBoundaryShape3D" inherits="Shape3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
|
||||
<brief_description>
|
||||
World boundary shape for 3D collisions.
|
||||
World boundary (infinite plane) shape resource for 3D physics.
|
||||
</brief_description>
|
||||
<description>
|
||||
World boundary shape for 3D collisions. It works like an infinite plane and will not allow any physics body to go to the negative side. Note that the [Plane]'s normal matters; anything "below" the plane will collide with it. If the [WorldBoundaryShape3D] is used in a [PhysicsBody3D], it will cause colliding objects placed "below" it to teleport "above" the plane.
|
||||
3D world boundary shape to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. [WorldBoundaryShape3D] works like an infinite plane and will not allow any physics body to go to the negative side. Note that the [Plane]'s normal matters; anything "below" the plane will collide with it. If the [WorldBoundaryShape3D] is used in a [PhysicsBody3D], it will cause colliding objects placed "below" it to teleport "above" the plane.
|
||||
[b]Performance:[/b] Being a primitive collision shape, [WorldBoundaryShape3D] is fast to check collisions against.
|
||||
</description>
|
||||
<tutorials>
|
||||
</tutorials>
|
||||
|
|
Loading…
Reference in a new issue