Attention: Here be dragons
This is the
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Represents a GLTF physics shape.
Represents a physics shape as defined by the
OMI_collider GLTF extension. This class is an intermediary between the GLTF data and Godot's nodes, and it's abstracted in a way that allows adding support for different GLTF physics extensions in the future.
to_dictionary ( ) const
float height =
The height of the shape, in meters. This is only used when the shape type is "capsule" or "cylinder". This value should not be negative, and for "capsule" it should be at least twice the radius.
The ImporterMesh resource of the shape. This is only used when the shape type is "hull" (convex hull) or "trimesh" (concave trimesh).
bool is_trigger =
true, indicates that this shape is a trigger. For Godot, this means that the shape should be a child of an Area3D node.
This is the only variable not used in the to_node method, it's intended to be used alongside when deciding where to add the generated node as a child.
int mesh_index =
The index of the shape's mesh in the GLTF file. This is only used when the shape type is "hull" (convex hull) or "trimesh" (concave trimesh).
float radius =
void set_radius ( float value )