Documentation
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Overview ¶
Abstract base class for all 3D shapes, intended for use in physics.
Performance: Primitive shapes, especially SphereShape3D, are fast to check collisions against. ConvexPolygonShape3D and HeightMapShape3D are slower, and ConcavePolygonShape3D is the slowest.
Index ¶
- type Advanced
- type Any
- type Extension
- type ID
- type Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) AsResource() Resource.Instance
- func (self Instance) AsShape3D() Instance
- func (self Instance) CustomSolverBias() Float.X
- func (self Instance) ID() ID
- func (self Instance) Margin() Float.X
- func (self Instance) SetCustomSolverBias(value Float.X)
- func (self Instance) SetMargin(value Float.X)
- func (self *Instance) SetObject(obj [1]gd.Object) bool
- func (self Instance) Virtual(name string) reflect.Value
Constants ¶
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Variables ¶
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Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Extension ¶
Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension
func (*Extension[T]) AsRefCounted ¶
func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted
func (*Extension[T]) AsResource ¶
type ID ¶
ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.
type Instance ¶
Instance of the class with convieniently typed arguments and results.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) AsResource ¶
func (Instance) CustomSolverBias ¶
The shape's custom solver bias. Defines how much bodies react to enforce contact separation when this shape is involved.
When set to 0, the default value from ProjectSettings "physics/3d/solver/default_contact_bias" is used.
func (Instance) Margin ¶
The collision margin for the shape. This is not used in Godot Physics.
Collision margins allow collision detection to be more efficient by adding an extra shell around shapes. Collision algorithms are more expensive when objects overlap by more than their margin, so a higher value for margins is better for performance, at the cost of accuracy around edges as it makes them less sharp.
func (Instance) SetCustomSolverBias ¶
SetCustomSolverBias sets the property returned by [GetCustomSolverBias].