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godot-docs/classes/class_convexpolygonshape3d.rst

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.. DO NOT EDIT THIS FILE!!!
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.. _class_ConvexPolygonShape3D:
ConvexPolygonShape3D
====================
**Inherits:** :ref:`Shape3D<class_Shape3D>` **<** :ref:`Resource<class_Resource>` **<** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`
Convex polygon shape resource for 3D physics.
.. rst-class:: classref-introduction-group
Description
-----------
3D convex polygon shape resource 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. Unlike :ref:`ConcavePolygonShape3D<class_ConcavePolygonShape3D>`, **ConvexPolygonShape3D** cannot store concave polygon shapes. :ref:`ConvexPolygonShape2D<class_ConvexPolygonShape2D>`\ s can be manually drawn in the editor using the :ref:`CollisionPolygon3D<class_CollisionPolygon3D>` node.
\ **Convex decomposition:** Concave objects' collisions can be represented accurately using *several* **ConvexPolygonShape3D**\ s. This allows dynamic physics bodies to have complex concave collisions (at a performance cost). This is available in the editor by selecting the :ref:`MeshInstance3D<class_MeshInstance3D>`, going to the **Mesh** menu and choosing **Create Multiple Convex Collision Siblings**. Alternatively, :ref:`MeshInstance3D.create_multiple_convex_collisions<class_MeshInstance3D_method_create_multiple_convex_collisions>` can be called in a script to perform this decomposition at run-time.
\ **Performance:** **ConvexPolygonShape3D** is faster to check collisions against compared to :ref:`ConcavePolygonShape3D<class_ConcavePolygonShape3D>`, but it is slower than primitive collision shapes such as :ref:`SphereShape3D<class_SphereShape3D>` or :ref:`BoxShape3D<class_BoxShape3D>`. Its use should generally be limited to medium-sized objects that cannot have their collision accurately represented by a primitive shape.
.. rst-class:: classref-introduction-group
Tutorials
---------
- `3D Physics Tests Demo <https://godotengine.org/asset-library/asset/675>`__
.. rst-class:: classref-reftable-group
Properties
----------
.. table::
:widths: auto
+-----------------------------------------------------+-----------------------------------------------------------+--------------------------+
| :ref:`PackedVector3Array<class_PackedVector3Array>` | :ref:`points<class_ConvexPolygonShape3D_property_points>` | ``PackedVector3Array()`` |
+-----------------------------------------------------+-----------------------------------------------------------+--------------------------+
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
Property Descriptions
---------------------
.. _class_ConvexPolygonShape3D_property_points:
.. rst-class:: classref-property
:ref:`PackedVector3Array<class_PackedVector3Array>` **points** = ``PackedVector3Array()``
.. rst-class:: classref-property-setget
- void **set_points** **(** :ref:`PackedVector3Array<class_PackedVector3Array>` value **)**
- :ref:`PackedVector3Array<class_PackedVector3Array>` **get_points** **(** **)**
The list of 3D points forming the convex polygon shape.
.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
.. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
.. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`