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.
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