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![Hugo Locurcio](/assets/img/avatar_default.png)
- Document using convex decomposition in the editor. - Mention that "trimesh" is synonymous with a concave collision shape. - Add performance hints for each collision shape.
21 lines
1.3 KiB
XML
21 lines
1.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="WorldBoundaryShape2D" 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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World boundary (infinite plane) shape resource for 2D physics.
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</brief_description>
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<description>
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2D world boundary shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. [WorldBoundaryShape2D] works like an infinite plane and will not allow any physics body to go to the negative side. Note that the [member normal] matters; anything "below" the plane will collide with it. If the [WorldBoundaryShape2D] is used in a [PhysicsBody2D], it will cause colliding objects placed "below" it to teleport "above" the plane.
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[b]Performance:[/b] Being a primitive collision shape, [WorldBoundaryShape2D] 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="distance" type="float" setter="set_distance" getter="get_distance" default="0.0">
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The line's distance from the origin.
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</member>
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<member name="normal" type="Vector2" setter="set_normal" getter="get_normal" default="Vector2(0, -1)">
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The line's normal. Defaults to [code]Vector2.UP[/code].
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</member>
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</members>
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</class>
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