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Diffstat (limited to 'doc/classes/ConcavePolygonShape3D.xml')
-rw-r--r-- | doc/classes/ConcavePolygonShape3D.xml | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/doc/classes/ConcavePolygonShape3D.xml b/doc/classes/ConcavePolygonShape3D.xml index 4e67f91db8..60d7e32492 100644 --- a/doc/classes/ConcavePolygonShape3D.xml +++ b/doc/classes/ConcavePolygonShape3D.xml @@ -1,11 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="ConcavePolygonShape3D" inherits="Shape3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Concave polygon shape. + Concave polygon shape resource (also called "trimesh") for 3D physics. </brief_description> <description> - Concave polygon shape resource, which can be set into a [PhysicsBody3D] or area. This shape is created by feeding a list of triangles. + 3D concave polygon shape resource (also called "trimesh") to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. This shape is created by feeding a list of triangles. Despite its name, [ConcavePolygonShape3D] can also store convex polygon shapes. However, unlike [ConvexPolygonShape3D], [ConcavePolygonShape3D] is [i]not[/i] limited to storing convex shapes exclusively. [b]Note:[/b] When used for collision, [ConcavePolygonShape3D] is intended to work with static [PhysicsBody3D] nodes like [StaticBody3D] and will not work with [CharacterBody3D] or [RigidDynamicBody3D] with a mode other than Static. + [b]Performance:[/b] Due to its complexity, [ConcavePolygonShape3D] is the slowest collision shape to check collisions against. Its use should generally be limited to level geometry. For convex geometry, using [ConvexPolygonShape3D] will perform better. For dynamic physics bodies that need concave collision, several [ConvexPolygonShape3D]s can be used to represent its collision by using convex decomposition; see [ConvexPolygonShape3D]'s documentation for instructions. However, consider using primitive collision shapes such as [SphereShape3D] or [BoxShape3D] first. </description> <tutorials> <link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link> |