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GLTFPhysicsShape¶
Inherits: Resource < RefCounted < Object
Represents a GLTF physics shape.
Description¶
Represents a physics shape as defined by the OMI_physics_shape
or OMI_collider
GLTF extensions. 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.
Tutorials¶
Properties¶
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Methods¶
from_dictionary(dictionary: Dictionary) static |
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from_node(shape_node: CollisionShape3D) static |
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from_resource(shape_resource: Shape3D) static |
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to_dictionary() const |
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to_resource(cache_shapes: bool = false) |
Property Descriptions¶
float height = 2.0
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.
ImporterMesh importer_mesh
void set_importer_mesh(value: ImporterMesh)
ImporterMesh get_importer_mesh()
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 = false
If 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 = -1
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 = 0.5
The radius of the shape, in meters. This is only used when the shape type is "capsule", "cylinder", or "sphere". This value should not be negative.
String shape_type = ""
The type of shape this shape represents. Valid values are "box", "capsule", "cylinder", "sphere", "hull", and "trimesh".
Vector3 size = Vector3(1, 1, 1)
The size of the shape, in meters. This is only used when the shape type is "box", and it represents the "diameter" of the box. This value should not be negative.
Method Descriptions¶
GLTFPhysicsShape from_dictionary(dictionary: Dictionary) static
Creates a new GLTFPhysicsShape instance by parsing the given Dictionary.
GLTFPhysicsShape from_node(shape_node: CollisionShape3D) static
Creates a new GLTFPhysicsShape instance from the given Godot CollisionShape3D node.
GLTFPhysicsShape from_resource(shape_resource: Shape3D) static
Creates a new GLTFPhysicsShape instance from the given Godot Shape3D resource.
Dictionary to_dictionary() const
Serializes this GLTFPhysicsShape instance into a Dictionary in the format defined by OMI_physics_shape
.
CollisionShape3D to_node(cache_shapes: bool = false)
Converts this GLTFPhysicsShape instance into a Godot CollisionShape3D node.
Shape3D to_resource(cache_shapes: bool = false)
Converts this GLTFPhysicsShape instance into a Godot Shape3D resource.