7bbd545432
Helps a lot with soft bodies and generally useful to avoid shapes to go through the ground in certain cases. Added an option in ConcavePolygonShape to re-enable backface collision on specific bodies if needed.
38 lines
1.5 KiB
XML
38 lines
1.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ConcavePolygonShape3D" inherits="Shape3D" version="4.0">
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<brief_description>
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Concave polygon shape.
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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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Note: when used for collision, [ConcavePolygonShape3D] is intended to work with static [PhysicsBody3D] nodes like [StaticBody3D] and will not work with [KinematicBody3D] or [RigidBody3D] with a mode other than Static.
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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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</tutorials>
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<methods>
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<method name="get_faces" qualifiers="const">
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<return type="PackedVector3Array">
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</return>
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<description>
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Returns the faces (an array of triangles).
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</description>
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</method>
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<method name="set_faces">
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<return type="void">
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</return>
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<argument index="0" name="faces" type="PackedVector3Array">
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</argument>
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<description>
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Sets the faces (an array of triangles).
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</description>
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</method>
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</methods>
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<members>
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<member name="backface_collision" type="bool" setter="set_backface_collision_enabled" getter="is_backface_collision_enabled" default="false">
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If set to [code]true[/code], collisions occur on both sides of the concave shape faces. Otherwise they occur only along the face normals.
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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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