godot/doc/classes/Shape3D.xml

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="Shape3D" inherits="Resource" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Base class for all 3D shape resources.
</brief_description>
<description>
Base class for all 3D shape resources. Nodes that inherit from this can be used as shapes for a [PhysicsBody3D] or [Area3D] objects.
</description>
<tutorials>
<link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link>
</tutorials>
<methods>
<method name="get_debug_mesh">
<return type="ArrayMesh" />
<description>
Returns the [ArrayMesh] used to draw the debug collision for this [Shape3D].
</description>
</method>
</methods>
<members>
<member name="custom_solver_bias" type="float" setter="set_custom_solver_bias" getter="get_custom_solver_bias" default="0.0">
The shape's custom solver bias. Defines how much bodies react to enforce contact separation when this shape is involved.
When set to [code]0[/code], the default value from [member ProjectSettings.physics/3d/solver/default_contact_bias] is used.
</member>
<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.04">
The collision margin for the shape. This is not used in Godot Physics.
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.
</member>
</members>
</class>