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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "Shape3D" inherits= "Resource" version= "4.1" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
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Abstract base class for 3D shapes used for physics collision.
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</brief_description>
<description >
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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.
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</description>
<tutorials >
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<link title= "Physics introduction" > $DOCS_URL/tutorials/physics/physics_introduction.html</link>
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</tutorials>
<methods >
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<method name= "get_debug_mesh" >
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<return type= "ArrayMesh" />
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<description >
Returns the [ArrayMesh] used to draw the debug collision for this [Shape3D].
</description>
</method>
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</methods>
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<members >
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<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>
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<member name= "margin" type= "float" setter= "set_margin" getter= "get_margin" default= "0.04" >
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The collision margin for the shape. This is not used in Godot Physics.
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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.
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</member>
</members>
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</class>