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- Document using convex decomposition in the editor. - Mention that "trimesh" is synonymous with a concave collision shape. - Add performance hints for each collision shape.
20 lines
1 KiB
XML
20 lines
1 KiB
XML
<?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 resource for 2D physics.
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</brief_description>
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<description>
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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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<link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link>
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</tutorials>
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<members>
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<member name="size" type="Vector2" setter="set_size" getter="get_size" default="Vector2(20, 20)">
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The rectangle's width and height.
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</member>
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</members>
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</class>
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