class_concavepolygonshape3d.rst 5.9 KB

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  3. .. Generated automatically from Godot engine sources.
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  5. .. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ConcavePolygonShape3D.xml.
  6. .. _class_ConcavePolygonShape3D:
  7. ConcavePolygonShape3D
  8. =====================
  9. **Inherits:** :ref:`Shape3D<class_Shape3D>` **<** :ref:`Resource<class_Resource>` **<** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`
  10. Concave polygon shape resource (also called "trimesh") for 3D physics.
  11. Description
  12. -----------
  13. 3D concave polygon shape resource (also called "trimesh") to be added as a *direct* child of a :ref:`PhysicsBody3D<class_PhysicsBody3D>` or :ref:`Area3D<class_Area3D>` using a :ref:`CollisionShape3D<class_CollisionShape3D>` node. This shape is created by feeding a list of triangles. Despite its name, ``ConcavePolygonShape3D`` can also store convex polygon shapes. However, unlike :ref:`ConvexPolygonShape3D<class_ConvexPolygonShape3D>`, ``ConcavePolygonShape3D`` is *not* limited to storing convex shapes exclusively.
  14. \ **Note:** When used for collision, ``ConcavePolygonShape3D`` is intended to work with static :ref:`PhysicsBody3D<class_PhysicsBody3D>` nodes like :ref:`StaticBody3D<class_StaticBody3D>` and will not work with :ref:`CharacterBody3D<class_CharacterBody3D>` or :ref:`RigidBody3D<class_RigidBody3D>` with a mode other than Static.
  15. \ **Performance:** 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 :ref:`ConvexPolygonShape3D<class_ConvexPolygonShape3D>` will perform better. For dynamic physics bodies that need concave collision, several :ref:`ConvexPolygonShape3D<class_ConvexPolygonShape3D>`\ s can be used to represent its collision by using convex decomposition; see :ref:`ConvexPolygonShape3D<class_ConvexPolygonShape3D>`'s documentation for instructions. However, consider using primitive collision shapes such as :ref:`SphereShape3D<class_SphereShape3D>` or :ref:`BoxShape3D<class_BoxShape3D>` first.
  16. \ **Warning:** Using this shape for an :ref:`Area3D<class_Area3D>` (via a :ref:`CollisionShape3D<class_CollisionShape3D>` node, created e.g. by using the *Create Trimesh Collision Sibling* option in the *Mesh* menu that appears when selecting a :ref:`MeshInstance3D<class_MeshInstance3D>` node) may give unexpected results: the area will only detect collisions with the triangle faces in the ``ConcavePolygonShape3D`` (and not with any "inside" of the shape, for example); moreover it will only detect all such collisions if :ref:`backface_collision<class_ConcavePolygonShape3D_property_backface_collision>` is ``true``.
  17. Tutorials
  18. ---------
  19. - `3D Physics Tests Demo <https://godotengine.org/asset-library/asset/675>`__
  20. Properties
  21. ----------
  22. +-------------------------+------------------------------------------------------------------------------------+-----------+
  23. | :ref:`bool<class_bool>` | :ref:`backface_collision<class_ConcavePolygonShape3D_property_backface_collision>` | ``false`` |
  24. +-------------------------+------------------------------------------------------------------------------------+-----------+
  25. Methods
  26. -------
  27. +-----------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------+
  28. | :ref:`PackedVector3Array<class_PackedVector3Array>` | :ref:`get_faces<class_ConcavePolygonShape3D_method_get_faces>` **(** **)** |const| |
  29. +-----------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------+
  30. | void | :ref:`set_faces<class_ConcavePolygonShape3D_method_set_faces>` **(** :ref:`PackedVector3Array<class_PackedVector3Array>` faces **)** |
  31. +-----------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------+
  32. Property Descriptions
  33. ---------------------
  34. .. _class_ConcavePolygonShape3D_property_backface_collision:
  35. - :ref:`bool<class_bool>` **backface_collision**
  36. +-----------+---------------------------------------+
  37. | *Default* | ``false`` |
  38. +-----------+---------------------------------------+
  39. | *Setter* | set_backface_collision_enabled(value) |
  40. +-----------+---------------------------------------+
  41. | *Getter* | is_backface_collision_enabled() |
  42. +-----------+---------------------------------------+
  43. If set to ``true``, collisions occur on both sides of the concave shape faces. Otherwise they occur only along the face normals.
  44. Method Descriptions
  45. -------------------
  46. .. _class_ConcavePolygonShape3D_method_get_faces:
  47. - :ref:`PackedVector3Array<class_PackedVector3Array>` **get_faces** **(** **)** |const|
  48. Returns the faces (an array of triangles).
  49. ----
  50. .. _class_ConcavePolygonShape3D_method_set_faces:
  51. - void **set_faces** **(** :ref:`PackedVector3Array<class_PackedVector3Array>` faces **)**
  52. Sets the faces (an array of triangles).
  53. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
  54. .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
  55. .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
  56. .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
  57. .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
  58. .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`