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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "Shape" inherits= "Resource" version= "3.3" >
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<brief_description >
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Base class for all 3D shape resources.
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</brief_description>
<description >
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Base class for all 3D shape resources. Nodes that inherit from this can be used as shapes for a [PhysicsBody] or [Area] objects.
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</description>
<tutorials >
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<link > https://docs.godotengine.org/en/3.2/tutorials/physics/physics_introduction.html</link>
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</tutorials>
<methods >
</methods>
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<members >
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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. Used in Bullet Physics only.
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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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<constants >
</constants>
</class>