This makes them display in a nicer way in the editor help. (The title will display instead of the full URL.)
40 lines
1.7 KiB
XML
40 lines
1.7 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CollisionShape3D" inherits="Node3D" version="4.0">
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<brief_description>
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Node that represents collision shape data in 3D space.
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</brief_description>
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<description>
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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 [Area3D] to give it a detection shape, or add it to a [PhysicsBody3D] to create a solid object. [b]IMPORTANT[/b]: this is an Editor-only helper to create shapes, use [method CollisionObject3D.shape_owner_get_shape] to get the actual shape.
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</description>
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<tutorials>
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<link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
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</tutorials>
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<methods>
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<method name="make_convex_from_brothers">
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<return type="void">
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</return>
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<description>
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Sets the collision shape's shape to the addition of all its convexed [MeshInstance3D] siblings geometry.
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</description>
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</method>
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<method name="resource_changed">
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<return type="void">
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</return>
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<argument index="0" name="resource" type="Resource">
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</argument>
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<description>
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If this method exists within a script it will be called whenever the shape resource has been modified.
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</description>
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</method>
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</methods>
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<members>
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<member name="disabled" type="bool" setter="set_disabled" getter="is_disabled" default="false">
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A disabled collision shape has no effect in the world.
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</member>
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<member name="shape" type="Shape3D" setter="set_shape" getter="get_shape">
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The actual shape owned by this collision shape.
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</member>
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</members>
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<constants>
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</constants>
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</class>
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