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godot-docs/classes/class_collisionshape.rst
2020-01-21 09:28:25 +01:00

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.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the CollisionShape.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
.. _class_CollisionShape:
CollisionShape
==============
**Inherits:** :ref:`Spatial<class_Spatial>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
**Category:** Core
Brief Description
-----------------
Node that represents collision shape data in 3D space.
Properties
----------
+---------------------------+---------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`disabled<class_CollisionShape_property_disabled>` |
+---------------------------+---------------------------------------------------------+
| :ref:`Shape<class_Shape>` | :ref:`shape<class_CollisionShape_property_shape>` |
+---------------------------+---------------------------------------------------------+
Methods
-------
+------+----------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`make_convex_from_brothers<class_CollisionShape_method_make_convex_from_brothers>` **(** **)** |
+------+----------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`resource_changed<class_CollisionShape_method_resource_changed>` **(** :ref:`Resource<class_Resource>` resource **)** |
+------+----------------------------------------------------------------------------------------------------------------------------+
Description
-----------
Editor facility for creating and editing collision shapes in 3D space. You can use this node to represent all sorts of collision shapes, for example, add this to an :ref:`Area<class_Area>` to give it a detection shape, or add it to a :ref:`PhysicsBody<class_PhysicsBody>` to create a solid object. **IMPORTANT**: this is an Editor-only helper to create shapes, use :ref:`CollisionObject.shape_owner_get_shape<class_CollisionObject_method_shape_owner_get_shape>` to get the actual shape.
Tutorials
---------
- :doc:`../tutorials/physics/physics_introduction`
Property Descriptions
---------------------
.. _class_CollisionShape_property_disabled:
- :ref:`bool<class_bool>` **disabled**
+----------+---------------------+
| *Setter* | set_disabled(value) |
+----------+---------------------+
| *Getter* | is_disabled() |
+----------+---------------------+
A disabled collision shape has no effect in the world.
----
.. _class_CollisionShape_property_shape:
- :ref:`Shape<class_Shape>` **shape**
+----------+------------------+
| *Setter* | set_shape(value) |
+----------+------------------+
| *Getter* | get_shape() |
+----------+------------------+
The actual shape owned by this collision shape.
Method Descriptions
-------------------
.. _class_CollisionShape_method_make_convex_from_brothers:
- void **make_convex_from_brothers** **(** **)**
Sets the collision shape's shape to the addition of all its convexed :ref:`MeshInstance<class_MeshInstance>` siblings geometry.
----
.. _class_CollisionShape_method_resource_changed:
- void **resource_changed** **(** :ref:`Resource<class_Resource>` resource **)**
If this method exists within a script it will be called whenever the shape resource has been modified.