Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

CollisionShape3D

繼承: Node3D < Node < Object

CollisionObject3D 父級提供 Shape3D 的節點。

說明

A node that provides a Shape3D to a CollisionObject3D parent and allows it to be edited. This can give a detection shape to an Area3D or turn a PhysicsBody3D into a solid object.

Warning: A non-uniformly scaled CollisionShape3D will likely not behave as expected. Make sure to keep its scale the same on all axes and adjust its shape resource instead.

教學

屬性

Color

debug_color

Color(0, 0, 0, 0)

bool

debug_fill

true

bool

disabled

false

Shape3D

shape

方法

void

make_convex_from_siblings()

void

resource_changed(resource: Resource)


屬性說明

Color debug_color = Color(0, 0, 0, 0) 🔗

  • void set_debug_color(value: Color)

  • Color get_debug_color()

The collision shape color that is displayed in the editor, or in the running project if Debug > Visible Collision Shapes is checked at the top of the editor.

Note: The default value is ProjectSettings.debug/shapes/collision/shape_color. The Color(0, 0, 0, 0) value documented here is a placeholder, and not the actual default debug color.


bool debug_fill = true 🔗

  • void set_enable_debug_fill(value: bool)

  • bool get_enable_debug_fill()

If true, when the shape is displayed, it will show a solid fill color in addition to its wireframe.


bool disabled = false 🔗

  • void set_disabled(value: bool)

  • bool is_disabled()

禁用的碰撞形狀在世界中沒有影響。這個屬性應該用 Object.set_deferred() 改變。


Shape3D shape 🔗

該碰撞形狀擁有的實際形狀。


方法說明

void make_convex_from_siblings() 🔗

將碰撞形狀的形狀設定為其所有凸面 MeshInstance3D 兄弟幾何體的相加。


void resource_changed(resource: Resource) 🔗

已棄用: Use Resource.changed instead.

This method does nothing.