godot/doc/classes/WorldBoundaryShape3D.xml
Hugo Locurcio a30e5805af
Improve documentation related to physics collision shapes
- Document using convex decomposition in the editor.
- Mention that "trimesh" is synonymous with a concave collision shape.
- Add performance hints for each collision shape.
2022-03-02 20:28:43 +01:00

18 lines
1.2 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="WorldBoundaryShape3D" inherits="Shape3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
World boundary (infinite plane) shape resource for 3D physics.
</brief_description>
<description>
3D world boundary shape to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. [WorldBoundaryShape3D] works like an infinite plane and will not allow any physics body to go to the negative side. Note that the [Plane]'s normal matters; anything "below" the plane will collide with it. If the [WorldBoundaryShape3D] is used in a [PhysicsBody3D], it will cause colliding objects placed "below" it to teleport "above" the plane.
[b]Performance:[/b] Being a primitive collision shape, [WorldBoundaryShape3D] is fast to check collisions against.
</description>
<tutorials>
</tutorials>
<members>
<member name="plane" type="Plane" setter="set_plane" getter="get_plane" default="Plane(0, 1, 0, 0)">
The [Plane] used by the [WorldBoundaryShape3D] for collision.
</member>
</members>
</class>