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			32 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
			
		
		
	
	
			32 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Shape3D" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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	<brief_description>
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		Abstract base class for 3D shapes used for physics collision.
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	</brief_description>
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	<description>
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		Abstract base class for all 3D shapes, intended for use in physics.
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		[b]Performance:[/b] Primitive shapes, especially [SphereShape3D], are fast to check collisions against. [ConvexPolygonShape3D] and [HeightMapShape3D] are slower, and [ConcavePolygonShape3D] is the slowest.
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	</description>
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	<tutorials>
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		<link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link>
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	</tutorials>
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	<methods>
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		<method name="get_debug_mesh">
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			<return type="ArrayMesh" />
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			<description>
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				Returns the [ArrayMesh] used to draw the debug collision for this [Shape3D].
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			</description>
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		</method>
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	</methods>
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	<members>
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		<member name="custom_solver_bias" type="float" setter="set_custom_solver_bias" getter="get_custom_solver_bias" default="0.0">
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			The shape's custom solver bias. Defines how much bodies react to enforce contact separation when this shape is involved.
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			When set to [code]0[/code], the default value from [member ProjectSettings.physics/3d/solver/default_contact_bias] is used.
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		</member>
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		<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.04">
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			The collision margin for the shape. This is not used in Godot Physics.
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			Collision margins allow 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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		</member>
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	</members>
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</class>
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