2017-09-12 20:42:36 +00:00
<?xml version="1.0" encoding="UTF-8" ?>
2023-07-05 20:07:03 +00:00
<class name= "Shape3D" inherits= "Resource" version= "4.2" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
2017-09-12 20:42:36 +00:00
<brief_description >
2023-04-28 20:59:03 +00:00
Abstract base class for 3D shapes used for physics collision.
2017-09-12 20:42:36 +00:00
</brief_description>
<description >
2023-04-28 20:59:03 +00:00
Abstract base class for all 3D shapes, intended for use in physics.
[b]Performance:[/b] Primitive shapes, especially [SphereShape3D], are fast to check collisions against. [ConvexPolygonShape3D] and [HeightMapShape3D] are slower, and [ConcavePolygonShape3D] is the slowest.
2017-09-12 20:42:36 +00:00
</description>
<tutorials >
2021-11-15 09:43:07 +00:00
<link title= "Physics introduction" > $DOCS_URL/tutorials/physics/physics_introduction.html</link>
2017-09-12 20:42:36 +00:00
</tutorials>
<methods >
2021-04-30 01:18:39 +00:00
<method name= "get_debug_mesh" >
2021-07-30 13:28:05 +00:00
<return type= "ArrayMesh" />
2021-04-30 01:18:39 +00:00
<description >
Returns the [ArrayMesh] used to draw the debug collision for this [Shape3D].
</description>
</method>
2017-09-12 20:42:36 +00:00
</methods>
2018-08-29 20:25:11 +00:00
<members >
2021-12-07 01:10:13 +00:00
<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>
2019-06-29 10:38:01 +00:00
<member name= "margin" type= "float" setter= "set_margin" getter= "get_margin" default= "0.04" >
2023-03-18 16:17:11 +00:00
The collision margin for the shape. This is not used in Godot Physics.
2021-03-18 11:04:28 +00:00
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.
2018-08-29 20:25:11 +00:00
</member>
</members>
2017-09-12 20:42:36 +00:00
</class>