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Diffstat (limited to 'doc/classes/ConcavePolygonShape2D.xml')
-rw-r--r-- | doc/classes/ConcavePolygonShape2D.xml | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/doc/classes/ConcavePolygonShape2D.xml b/doc/classes/ConcavePolygonShape2D.xml index 924178f9bf..f3c245c229 100644 --- a/doc/classes/ConcavePolygonShape2D.xml +++ b/doc/classes/ConcavePolygonShape2D.xml @@ -1,11 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="ConcavePolygonShape2D" inherits="Shape2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Concave polygon 2D shape resource for physics. + Concave polygon shape resource for 2D physics. </brief_description> <description> - Concave polygon 2D shape resource for physics. It is made out of segments and is optimal for complex polygonal concave collisions. However, it is not advised to use for [RigidDynamicBody2D] nodes. A CollisionPolygon2D in convex decomposition mode (solids) or several convex objects are advised for that instead. Otherwise, a concave polygon 2D shape is better for static collisions. - The main difference between a [ConvexPolygonShape2D] and a [ConcavePolygonShape2D] is that a concave polygon assumes it is concave and uses a more complex method of collision detection, and a convex one forces itself to be convex in order to speed up collision detection. + 2D concave polygon shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. It is made out of segments and is optimal for complex polygonal concave collisions. However, it is not advised to use for [RigidDynamicBody2D] nodes. A CollisionPolygon2D in convex decomposition mode (solids) or several convex objects are advised for that instead. Otherwise, a concave polygon 2D shape is better for static collisions. + The main difference between a [ConvexPolygonShape2D] and a [ConcavePolygonShape2D] is that a concave polygon assumes it is concave and uses a more complex method of collision detection, and a convex one forces itself to be convex to speed up collision detection. + [b]Performance:[/b] Due to its complexity, [ConcavePolygonShape2D] is the slowest collision shape to check collisions against. Its use should generally be limited to level geometry. For convex geometry, using [ConvexPolygonShape2D] will perform better. For dynamic physics bodies that need concave collision, several [ConvexPolygonShape2D]s can be used to represent its collision by using convex decomposition; see [ConvexPolygonShape2D]'s documentation for instructions. However, consider using primitive collision shapes such as [CircleShape2D] or [RectangleShape2D] first. </description> <tutorials> </tutorials> |