Difference between revisions of "R3d.BoxShape"
From GiderosMobile
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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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+ | === '''Box Shape''' === | ||
+ | The BoxShape class describes a box collision shape. The box is aligned with the shape local X, Y and Z axis. | ||
{|- | {|- |
Revision as of 01:00, 23 January 2020
Supported platforms:
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.
Box Shape
The BoxShape class describes a box collision shape. The box is aligned with the shape local X, Y and Z axis.
Methodsr3d.BoxShape.new creates a new collision box shape |