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GLTFPhysicsShape
繼承: Resource < RefCounted < Object
Represents a glTF physics shape.
說明
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.
教學
屬性
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方法
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) |
屬性說明
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).
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.
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).
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.
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.
方法說明
GLTFPhysicsShape from_dictionary(dictionary: Dictionary) static 🔗
通過解析給定的 Dictionary 新建 GLTFPhysicsShape 實例。
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) 🔗
將這個 GLTFPhysicsShape 實例轉換為 Godot CollisionShape3D 節點。
Shape3D to_resource(cache_shapes: bool = false) 🔗
Converts this GLTFPhysicsShape instance into a Godot Shape3D resource.