godot/doc/classes/HeightMapShape3D.xml
Hugo Locurcio a30e5805af
Improve documentation related to physics collision shapes
- Document using convex decomposition in the editor.
- Mention that "trimesh" is synonymous with a concave collision shape.
- Add performance hints for each collision shape.
2022-03-02 20:28:43 +01:00

24 lines
1.6 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="HeightMapShape3D" inherits="Shape3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Height map shape resource for 3D physics.
</brief_description>
<description>
Height map shape resource, which can be added to a [PhysicsBody3D] or [Area3D]. Heightmap collision is typically used for colliding with terrains. However, since heightmaps cannot store overhangs, collisions with other structures (such as buildings) must be done with other collision shapes such as [ConcavePolygonShape3D]. If needed, "holes" can be created in an [HeightMapShape3D] by assigning very low points (like [code]-100000[/code]) in the desired area.
[b]Performance:[/b] [HeightMapShape3D] is faster to check collisions against compared to [ConcavePolygonShape3D], but it is slower than primitive collision shapes such as [SphereShape3D] or [BoxShape3D].
</description>
<tutorials>
</tutorials>
<members>
<member name="map_data" type="PackedFloat32Array" setter="set_map_data" getter="get_map_data" default="PackedFloat32Array(0, 0, 0, 0)">
Height map data, pool array must be of [member map_width] * [member map_depth] size.
</member>
<member name="map_depth" type="int" setter="set_map_depth" getter="get_map_depth" default="2">
Depth of the height map data. Changing this will resize the [member map_data].
</member>
<member name="map_width" type="int" setter="set_map_width" getter="get_map_width" default="2">
Width of the height map data. Changing this will resize the [member map_data].
</member>
</members>
</class>