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Diffstat (limited to 'doc/classes/ConvexPolygonShape2D.xml')
-rw-r--r-- | doc/classes/ConvexPolygonShape2D.xml | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/doc/classes/ConvexPolygonShape2D.xml b/doc/classes/ConvexPolygonShape2D.xml index 449c3132c7..df96b50fc1 100644 --- a/doc/classes/ConvexPolygonShape2D.xml +++ b/doc/classes/ConvexPolygonShape2D.xml @@ -1,11 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="ConvexPolygonShape2D" inherits="Shape2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Convex polygon shape for 2D physics. + Convex polygon shape resource for 2D physics. </brief_description> <description> - Convex polygon shape for 2D physics. A convex polygon, whatever its shape, is internally decomposed into as many convex polygons as needed to ensure all collision checks against it are always done on convex polygons (which are faster to check). - 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 convex polygon shape to be added as a [i]direct[/i] child of a [PhysicsBody2D] or [Area2D] using a [CollisionShape2D] node. A convex polygon, whatever its shape, is internally decomposed into as many convex polygons as needed to ensure all collision checks against it are always done on convex polygons (which are faster to check). See also [CollisionPolygon2D]. + 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] [ConvexPolygonShape2D] is faster to check collisions against compared to [ConcavePolygonShape2D], but it is slower than primitive collision shapes such as [CircleShape2D] or [RectangleShape2D]. Its use should generally be limited to medium-sized objects that cannot have their collision accurately represented by a primitive shape. </description> <tutorials> </tutorials> |