Improve documentation related to physics collision shapes
- Document using convex decomposition in the editor. - Mention that "trimesh" is synonymous with a concave collision shape. - Add performance hints for each collision shape.
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="WorldBoundaryShape3D" inherits="Shape3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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World boundary shape for 3D collisions.
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World boundary (infinite plane) shape resource for 3D physics.
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</brief_description>
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<description>
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World boundary shape for 3D collisions. It works like an infinite plane and will not allow any physics body to go to the negative side. Note that the [Plane]'s normal matters; anything "below" the plane will collide with it. If the [WorldBoundaryShape3D] is used in a [PhysicsBody3D], it will cause colliding objects placed "below" it to teleport "above" the plane.
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3D world boundary shape to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. [WorldBoundaryShape3D] works like an infinite plane and will not allow any physics body to go to the negative side. Note that the [Plane]'s normal matters; anything "below" the plane will collide with it. If the [WorldBoundaryShape3D] is used in a [PhysicsBody3D], it will cause colliding objects placed "below" it to teleport "above" the plane.
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[b]Performance:[/b] Being a primitive collision shape, [WorldBoundaryShape3D] is fast to check collisions against.
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</description>
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<tutorials>
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</tutorials>
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