<?xml version="1.0" encoding="UTF-8" ?> <class name="ConcavePolygonShape" inherits="Shape" version="4.3"> <brief_description> Concave polygon shape. </brief_description> <description> Concave polygon shape resource, which can be set into a [PhysicsBody] or area. This shape is created by feeding a list of triangles. [b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to work with static [PhysicsBody] nodes like [StaticBody] and will not work with [KinematicBody] or [RigidBody] with a mode other than Static. [b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may give unexpected results: when using Godot Physics, the area will only detect collisions with the triangle faces in the [ConcavePolygonShape] (and not with any "inside" of the shape, for example), and when using Bullet Physics the area will not detect any collisions with the concave shape at all (this is a known bug). </description> <tutorials> <link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link> </tutorials> <methods> <method name="get_faces" qualifiers="const"> <return type="PoolVector3Array" /> <description> Returns the faces (an array of triangles). </description> </method> <method name="set_faces"> <return type="void" /> <argument index="0" name="faces" type="PoolVector3Array" /> <description> Sets the faces (an array of triangles). </description> </method> </methods> <constants> </constants> </class>