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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ConvexPolygonShape3D" inherits="Shape3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		Convex polygon shape resource for 3D physics.
	</brief_description>
	<description>
		3D convex polygon shape resource to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. Unlike [ConcavePolygonShape3D], [ConvexPolygonShape3D] cannot store concave polygon shapes. [ConvexPolygonShape3D]s can be manually drawn in the editor using the [CollisionPolygon3D] node.
		[b]Convex decomposition:[/b] Concave objects' collisions can be represented accurately using [i]several[/i] [ConvexPolygonShape3D]s. This allows dynamic physics bodies to have complex concave collisions (at a performance cost). This is available in the editor by selecting the [MeshInstance3D], going to the [b]Mesh[/b] menu and choosing [b]Create Multiple Convex Collision Siblings[/b]. Alternatively, [method MeshInstance3D.create_multiple_convex_collisions] can be called in a script to perform this decomposition at run-time.
		[b]Performance:[/b] [ConvexPolygonShape3D] is faster to check collisions against compared to [ConcavePolygonShape3D], but it is slower than primitive collision shapes such as [SphereShape3D] or [BoxShape3D]. Its use should generally be limited to medium-sized objects that cannot have their collision accurately represented by a primitive shape.
	</description>
	<tutorials>
		<link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link>
	</tutorials>
	<members>
		<member name="points" type="PackedVector3Array" setter="set_points" getter="get_points" default="PackedVector3Array()">
			The list of 3D points forming the convex polygon shape.
		</member>
	</members>
</class>