f5836b40d4
For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
(cherry picked from commit 7adf4cc9b5
)
28 lines
1.2 KiB
XML
28 lines
1.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Shape" inherits="Resource" version="3.4">
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<brief_description>
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Base class for all 3D shape resources.
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</brief_description>
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<description>
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Base class for all 3D shape resources. Nodes that inherit from this can be used as shapes for a [PhysicsBody] or [Area] objects.
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</description>
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<tutorials>
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<link>https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html</link>
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</tutorials>
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<methods>
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<method name="get_debug_mesh">
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<return type="ArrayMesh" />
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<description>
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Returns the [ArrayMesh] used to draw the debug collision for this [Shape].
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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="margin" type="float" setter="set_margin" getter="get_margin" default="0.04">
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The collision margin for the shape. Used in Bullet Physics only.
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Collision margins allow collision detection to be more efficient by adding an extra shell around shapes. Collision algorithms are more expensive when objects overlap by more than their margin, so a higher value for margins is better for performance, at the cost of accuracy around edges as it makes them less sharp.
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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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