GLTFPhysicsShape
继承: Resource
< RefCounted
< Object
Represents a glTF physics shape.
描述
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.
属性
float | height |
ImporterMesh | importer_mesh |
bool | is_trigger |
int | mesh_index |
float | radius |
String | shape_type |
Vector3 | size |
方法
GLTFPhysicsShape | from_dictionary ( dictionary: Dictionary ) static1 |
GLTFPhysicsShape | from_node ( shape_node: CollisionShape3D ) static1 |
GLTFPhysicsShape | from_resource ( shape_resource: Shape3D ) static1 |
Dictionary | to_dictionary ( ) const2 |
CollisionShape3D | to_node ( cache_shapes: bool = false ) |
Shape3D | to_resource ( cache_shapes: bool = false ) |
属性说明
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.
方法说明
GLTFPhysicsShape
from_dictionary ( dictionary: Dictionary
) static1
Creates a new GLTFPhysicsShape instance by parsing the given Dictionary
.
GLTFPhysicsShape
from_node ( shape_node: CollisionShape3D
) static1
Creates a new GLTFPhysicsShape instance from the given Godot CollisionShape3D
node.
GLTFPhysicsShape
from_resource ( shape_resource: Shape3D
) static1
Creates a new GLTFPhysicsShape instance from the given Godot Shape3D
resource.
Dictionary
to_dictionary ( ) const2
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.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。