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More Godot 4 renames and fixes (#6317)
* Move ImmediateGeometry -> ImmediateMesh * More Godot 3 -> Godot 4 renames
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@@ -32,8 +32,8 @@ Godot provides the following primitive collision shape types:
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- :ref:`class_CircleShape2D`
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- :ref:`class_CapsuleShape2D`
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- :ref:`class_SegmentShape2D`
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- :ref:`class_RayShape2D` (designed for characters)
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- :ref:`class_LineShape2D` (infinite plane)
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- :ref:`class_SeparationRayShape2D` (designed for characters)
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- :ref:`class_WorldBoundaryShape2D` (infinite plane)
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You can represent the collision of most smaller objects using one or more
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primitive shapes. However, for more complex objects, such as a large ship or a
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@@ -12,9 +12,9 @@ This guide explains:
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Godot provides many kinds of collision shapes, with different performance and
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accuracy tradeoffs.
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You can define the shape of a :ref:`class_PhysicsBody` by adding one or more
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:ref:`CollisionShapes <class_CollisionShape>` as child nodes. Note that you must
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add a :ref:`class_Shape` *resource* to collision shape nodes in the Inspector
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You can define the shape of a :ref:`class_PhysicsBody3D` by adding one or more
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:ref:`CollisionShape3Ds <class_CollisionShape3D>` as child nodes. Note that you must
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add a :ref:`class_Shape3D` *resource* to collision shape nodes in the Inspector
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dock.
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.. note::
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@@ -27,10 +27,10 @@ Primitive collision shapes
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Godot provides the following primitive collision shape types:
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- :ref:`class_BoxShape`
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- :ref:`class_SphereShape`
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- :ref:`class_CapsuleShape`
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- :ref:`class_CylinderShape`
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- :ref:`class_BoxShape3D`
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- :ref:`class_SphereShape3D`
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- :ref:`class_CapsuleShape3D`
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- :ref:`class_CylinderShape3D`
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You can represent the collision of most smaller objects using one or more
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primitive shapes. However, for more complex objects, such as a large ship or a
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@@ -43,7 +43,7 @@ better performance as well.
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Convex collision shapes
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-----------------------
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:ref:`Convex collision shapes <class_ConvexPolygonShape>` are a compromise
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:ref:`Convex collision shapes <class_ConvexPolygonShape3D>` are a compromise
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between primitive collision shapes and concave collision shapes. They can
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represent shapes of any complexity, but with an important caveat. As their name
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implies, an individual shape can only represent a *convex* shape. For instance,
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@@ -75,7 +75,7 @@ viewport. The editor exposes two generation modes:
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Concave or trimesh collision shapes
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-----------------------------------
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:ref:`Concave collision shapes <class_ConcavePolygonShape>`, also called trimesh
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:ref:`Concave collision shapes <class_ConcavePolygonShape3D>`, also called trimesh
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collision shapes, can take any form, from a few triangles to thousands of
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triangles. Concave shapes are the slowest option but are also the most accurate
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in Godot. **You can only use concave shapes within StaticBodies.** They will not
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@@ -14,7 +14,7 @@ do this in 2D and 3D.
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Godot stores all the low level game information in servers, while the
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scene is only a frontend. As such, ray casting is generally a
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lower-level task. For simple raycasts, nodes like
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:ref:`RayCast <class_RayCast>` and :ref:`RayCast2D <class_RayCast2D>`
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:ref:`RayCast3D <class_RayCast3D>` and :ref:`RayCast2D <class_RayCast2D>`
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will work, as they return every frame what the result of a raycast
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is.
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@@ -7,7 +7,7 @@ What is a rigid body?
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---------------------
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A rigid body is one that is directly controlled by the physics engine in order to simulate the behavior of physical objects.
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In order to define the shape of the body, it must have one or more :ref:`Shape <class_Shape>` objects assigned. Note that setting the position of these shapes will affect the body's center of mass.
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In order to define the shape of the body, it must have one or more :ref:`Shape3D <class_Shape3D>` objects assigned. Note that setting the position of these shapes will affect the body's center of mass.
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How to control a rigid body
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---------------------------
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@@ -42,9 +42,9 @@ Open the ``PlaneMesh`` properties and set the size(x: 0.5 y: 1) then set ``Subdi
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.. tip:: Subdivision generates a more tessellated mesh for better simulations.
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Add a :ref:`BoneAttachment <class_BoneAttachment>` node under the skeleton node and select the Neck bone to attach the cloak to the character skeleton.
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Add a :ref:`BoneAttachment3D <class_BoneAttachment3D>` node under the skeleton node and select the Neck bone to attach the cloak to the character skeleton.
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.. note:: ``BoneAttachment`` node is to attach objects to a bone of a armature. The attached object will follow the bone's movement, weapon of a character can be attached this way.
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.. note:: ``BoneAttachment3D`` node is to attach objects to a bone of a armature. The attached object will follow the bone's movement, weapon of a character can be attached this way.
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.. image:: img/softbody_cloak_bone_attach.png
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