Difference between revisions of "R3d.ConcaveMeshShape"

From GiderosMobile
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'''<translate>Available since</translate>:''' Gideros 2019.10<br/>
 
'''<translate>Available since</translate>:''' Gideros 2019.10<br/>
  
=== <translate>Description</translate> ===
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=== Description ===
 
Once you have created a rigid body in the world, you need to add one or more collision shapes to it so that it is able to collide with other bodies.
 
Once you have created a rigid body in the world, you need to add one or more collision shapes to it so that it is able to collide with other bodies.
  
 
The collision shapes are also the way to represent the mass of a Rigid Body. Whenever you add a collision shape to a rigid body, you need to specify the mass of the shape. Then the rigid body will recompute its total mass, its center of mass and its inertia tensor taking into account all its collision shapes.
 
The collision shapes are also the way to represent the mass of a Rigid Body. Whenever you add a collision shape to a rigid body, you need to specify the mass of the shape. Then the rigid body will recompute its total mass, its center of mass and its inertia tensor taking into account all its collision shapes.
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=== '''ConcaveMeshShape''' ===
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The ConcaveMeshShape class can be used for a static concave triangular mesh.
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It can be used to describe an environment for instance. Note that it cannot be used with a dynamic body that is allowed to move. Moreover, make sure to use a ConcaveMeshShape only when you are not able to use a convex shape and also try to limit the number of triangles of that mesh because collision detection with ConcaveMeshShape is quite expensive compared to convex shapes.
  
 
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Revision as of 00:57, 23 January 2020

Supported platforms: Platform android.pngPlatform ios.pngPlatform mac.pngPlatform pc.pngPlatform html5.pngPlatform winrt.pngPlatform win32.png
Available since: Gideros 2019.10

Description

Once you have created a rigid body in the world, you need to add one or more collision shapes to it so that it is able to collide with other bodies.

The collision shapes are also the way to represent the mass of a Rigid Body. Whenever you add a collision shape to a rigid body, you need to specify the mass of the shape. Then the rigid body will recompute its total mass, its center of mass and its inertia tensor taking into account all its collision shapes.

ConcaveMeshShape

The ConcaveMeshShape class can be used for a static concave triangular mesh.

It can be used to describe an environment for instance. Note that it cannot be used with a dynamic body that is allowed to move. Moreover, make sure to use a ConcaveMeshShape only when you are not able to use a convex shape and also try to limit the number of triangles of that mesh because collision detection with ConcaveMeshShape is quite expensive compared to convex shapes.

Methods

r3d.ConcaveMeshShape.new creates a new collision concave mesh shape



ReactPhysics3D