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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.
22 lines
1.3 KiB
XML
22 lines
1.3 KiB
XML
<?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 resource for 3D physics.
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</brief_description>
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<description>
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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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<members>
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<member name="length" type="float" setter="set_length" getter="get_length" default="1.0">
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The ray's length.
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</member>
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<member name="slide_on_slope" type="bool" setter="set_slide_on_slope" getter="get_slide_on_slope" default="false">
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If [code]false[/code] (default), the shape always separates and returns a normal along its own direction.
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If [code]true[/code], the shape can return the correct normal and separate in any direction, allowing sliding motion on slopes.
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</member>
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</members>
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</class>
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