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GLTFPhysicsShape
Table of contents

GLTFPhysicsShape #

is_refcounted, is_instantiable, resource, core, not_builtin_classes

Represents a glTF physics shape.

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.

Members #

var height: float = 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.

var importer_mesh: ImporterMesh#

The ImporterMesh resource of the shape. This is only used when the shape type is "hull" (convex hull) or "trimesh" (concave trimesh).

var is_trigger: bool = 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.

var mesh_index: int = -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).

var radius: float = 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.

var shape_type: String = ""#

The type of shape this shape represents. Valid values are "box", "capsule", "cylinder", "sphere", "hull", and "trimesh".

var size: Vector3 = 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.

Methods #

static func from_dictionary(dictionary: Dictionary) -> GLTFPhysicsShape#

Creates a new GLTFPhysicsShape instance by parsing the given Dictionary.

static func from_node(shape_node: CollisionShape3D) -> GLTFPhysicsShape#

Creates a new GLTFPhysicsShape instance from the given Godot CollisionShape3D node.

static func from_resource(shape_resource: Shape3D) -> GLTFPhysicsShape#

Creates a new GLTFPhysicsShape instance from the given Godot Shape3D resource.

const func to_dictionary() -> Dictionary#

Serializes this GLTFPhysicsShape instance into a Dictionary in the format defined by OMI_physics_shape.

func to_node(cache_shapes: bool = false) -> CollisionShape3D#

Converts this GLTFPhysicsShape instance into a Godot CollisionShape3D node.

func to_resource(cache_shapes: bool = false) -> Shape3D#

Converts this GLTFPhysicsShape instance into a Godot Shape3D resource.

Annotations #

Constants #

Constructors #

Enums #

Operators #

Signals #

Theme Items #

Tutorials #