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Copy file name to clipboardExpand all lines: classes/class_concavepolygonshape2d.rst
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A 2D polyline shape, intended for use in physics. Used internally in :ref:`CollisionPolygon2D<class_CollisionPolygon2D>` when it's in :ref:`CollisionPolygon2D.BUILD_SEGMENTS<class_CollisionPolygon2D_constant_BUILD_SEGMENTS>` mode.
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Being just a collection of interconnected line segments, **ConcavePolygonShape2D** is the most freely configurable single 2D shape. It can be used to form polygons of any nature, or even shapes that don't enclose an area. However, :ref:`ConvexPolygonShape2D<class_ConvexPolygonShape2D>` is *hollow* even if the interconnected line segments do enclose an area, which often makes it unsuitable for physics or detection.
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Being just a collection of interconnected line segments, **ConcavePolygonShape2D** is the most freely configurable single 2D shape. It can be used to form polygons of any nature, or even shapes that don't enclose an area. However, **ConcavePolygonShape2D** is *hollow* even if the interconnected line segments do enclose an area, which often makes it unsuitable for physics or detection.
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\ **Note:** When used for collision, **ConcavePolygonShape2D** is intended to work with static :ref:`CollisionShape2D<class_CollisionShape2D>` nodes like :ref:`StaticBody2D<class_StaticBody2D>` and will likely not behave well for :ref:`CharacterBody2D<class_CharacterBody2D>`\ s or :ref:`RigidBody2D<class_RigidBody2D>`\ s in a mode other than Static.
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A 3D trimesh shape, intended for use in physics. Usually used to provide a shape for a :ref:`CollisionShape3D<class_CollisionShape3D>`.
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Being just a collection of interconnected triangles, **ConcavePolygonShape3D** is the most freely configurable single 3D shape. It can be used to form polyhedra of any nature, or even shapes that don't enclose a volume. However, :ref:`ConvexPolygonShape3D<class_ConvexPolygonShape3D>` is *hollow* even if the interconnected triangles do enclose a volume, which often makes it unsuitable for physics or detection.
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Being just a collection of interconnected triangles, **ConcavePolygonShape3D** is the most freely configurable single 3D shape. It can be used to form polyhedra of any nature, or even shapes that don't enclose a volume. However, **ConcavePolygonShape3D** is *hollow* even if the interconnected triangles do enclose a volume, which often makes it unsuitable for physics or detection.
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\ **Note:** When used for collision, **ConcavePolygonShape3D** is intended to work with static :ref:`CollisionShape3D<class_CollisionShape3D>` nodes like :ref:`StaticBody3D<class_StaticBody3D>` and will likely not behave well for :ref:`CharacterBody3D<class_CharacterBody3D>`\ s or :ref:`RigidBody3D<class_RigidBody3D>`\ s in a mode other than Static.
\ **Note:** :ref:`merge<class_Dictionary_method_merge>` is *not* recursive. Nested dictionaries are considered as keys that can be overwritten or not depending on the value of ``overwrite``, but they will never be merged together.
Copy file name to clipboardExpand all lines: classes/class_gpuparticles2d.rst
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Causes all the particles in this node to interpolate towards the end of their lifetime.
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\ **Note**: This only works when used with a :ref:`ParticleProcessMaterial<class_ParticleProcessMaterial>`. It needs to be manually implemented for custom process shaders.
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\ **Note:** This only works when used with a :ref:`ParticleProcessMaterial<class_ParticleProcessMaterial>`. It needs to be manually implemented for custom process shaders.
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Causes all the particles in this node to interpolate towards the end of their lifetime.
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\ **Note**: This only works when used with a :ref:`ParticleProcessMaterial<class_ParticleProcessMaterial>`. It needs to be manually implemented for custom process shaders.
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\ **Note:** This only works when used with a :ref:`ParticleProcessMaterial<class_ParticleProcessMaterial>`. It needs to be manually implemented for custom process shaders.
Returns the arrays for the vertices, normals, uvs, etc. that make up the requested surface. See :ref:`add_surface<class_ImporterMesh_method_add_surface>`.
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Returns the arrays for the vertices, normals, UVs, etc. that make up the requested surface. See :ref:`add_surface<class_ImporterMesh_method_add_surface>`.
Flag used to mark that a mesh is using compressed attributes (vertices, normals, tangents, UVs). When this form of compression is enabled, vertex positions will be packed into an RGBA16UNORM attribute and scaled in the vertex shader. The normal and tangent will be packed into an RG16UNORM representing an axis, and a 16-bit float stored in the A-channel of the vertex. UVs will use 16-bit normalized floats instead of full 32-bit signed floats. When using this compression mode you must use either vertices, normals, and tangents or only vertices. You cannot use normals without tangents. Importers will automatically enable this compression if they can.
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**NOTIFICATION_POST_ENTER_TREE** = ``27``
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Notification received when the node is ready, just before :ref:`NOTIFICATION_READY<class_Node_constant_NOTIFICATION_READY>` is received. Unlike the latter, it's sent every time the node enters tree, instead of only once.
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Notification received when the node is ready, just before :ref:`NOTIFICATION_READY<class_Node_constant_NOTIFICATION_READY>` is received. Unlike the latter, it's sent every time the node enters the tree, instead of only once.
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