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This also mentions Jolt Physics in the ProjectSettings 3D physics engine documentation.
17 lines
1.2 KiB
XML
17 lines
1.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="WorldBoundaryShape3D" inherits="Shape3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A 3D world boundary (half-space) shape used for physics collision.
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</brief_description>
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<description>
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A 3D world boundary shape, intended for use in physics. [WorldBoundaryShape3D] works like an infinite plane that forces all physics bodies to stay above it. The [member plane]'s normal determines which direction is considered as "above" and in the editor, the line over the plane represents this direction. It can for example be used for endless flat floors.
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[b]Note:[/b] When the physics engine is set to [b]Jolt Physics[/b] in the project settings ([member ProjectSettings.physics/3d/physics_engine]), [WorldBoundaryShape3D] has a finite size (centered at the world origin). It can be adjusted by changing [member ProjectSettings.physics/jolt_physics_3d/limits/world_boundary_shape_size].
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="plane" type="Plane" setter="set_plane" getter="get_plane" default="Plane(0, 1, 0, 0)">
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The [Plane] used by the [WorldBoundaryShape3D] for collision.
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</member>
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</members>
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</class>
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