From fbb1ef759cca66f44523760569f1fcc3f015e2cb Mon Sep 17 00:00:00 2001 From: hoontee <5272529+hoontee@users.noreply.github.com> Date: Tue, 9 Feb 2021 13:37:12 -0600 Subject: Implement CollisionPolygon3D margin --- doc/classes/CollisionPolygon3D.xml | 3 +++ doc/classes/Shape3D.xml | 3 ++- 2 files changed, 5 insertions(+), 1 deletion(-) (limited to 'doc/classes') diff --git a/doc/classes/CollisionPolygon3D.xml b/doc/classes/CollisionPolygon3D.xml index dd3c57d1d0..38f4c5fe5c 100644 --- a/doc/classes/CollisionPolygon3D.xml +++ b/doc/classes/CollisionPolygon3D.xml @@ -17,6 +17,9 @@ If [code]true[/code], no collision will be produced. + + The collision margin for the generated [Shape3D]. See [member Shape3D.margin] for more details. + Array of vertices which define the polygon. [b]Note:[/b] The returned value is a copy of the original. Methods which mutate the size or properties of the return value will not impact the original polygon. To change properties of the polygon, assign it to a temporary variable and make changes before reassigning the [code]polygon[/code] member. diff --git a/doc/classes/Shape3D.xml b/doc/classes/Shape3D.xml index 2d8bb5d051..f3e62175c6 100644 --- a/doc/classes/Shape3D.xml +++ b/doc/classes/Shape3D.xml @@ -13,7 +13,8 @@ - The collision margin for the shape. + The collision margin for the shape. Used in Bullet Physics only. + Collision margins allows 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. -- cgit v1.2.3