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- :github_url: hide
- .. DO NOT EDIT THIS FILE!!!
- .. Generated automatically from Godot engine sources.
- .. Generator: https://github.com/godotengine/godot/tree/4.0/doc/tools/make_rst.py.
- .. XML source: https://github.com/godotengine/godot/tree/4.0/doc/classes/ConvexPolygonShape3D.xml.
- .. _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.
- The shape is a *solid* that includes all the points that it encloses, as opposed to :ref:`ConcavePolygonShape3D<class_ConcavePolygonShape3D>` which is hollow if it encloses anything. See also :ref:`CollisionPolygon3D<class_CollisionPolygon3D>`.
- The solid nature of the shape makes it well-suited for both detection and physics; in physics body interactions this allows depenetrating even those shapes which end up (e.g. due to high speed) fully inside the convex shape (similarly to primitive shapes, but unlike :ref:`ConcavePolygonShape3D<class_ConcavePolygonShape3D>` and :ref:`HeightMapShape3D<class_HeightMapShape3D>`). The convexity restricts the possible geometric shape of a single **ConvexPolygonShape3D**: it cannot be concave.
- \ **Convex decomposition:** Concave objects' collisions can be represented accurately using *several* convex shapes. This allows dynamic physics bodies to have complex concave collisions (at a performance cost). It can be achieved by using several **ConvexPolygonShape3D** nodes or by using the :ref:`CollisionPolygon3D<class_CollisionPolygon3D>` node. To generate a collision polygon from a mesh, select the :ref:`MeshInstance3D<class_MeshInstance3D>` node, go to the **Mesh** menu that appears above the viewport and choose **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 primitive shapes.
- .. 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.)`
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