Difference between revisions of "R3d.ConcaveMeshShape"

From GiderosMobile
(Created page with "__NOTOC__ <languages /> <!-- GIDEROSOBJ:r3d.ConcaveMeshShape --> '''<translate>Supported platforms</translate>:''' File:Platform android.pngFile:Platform ios.pngFile...")
 
 
(7 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
__NOTOC__
 
__NOTOC__
<languages />
 
 
<!-- GIDEROSOBJ:r3d.ConcaveMeshShape -->
 
<!-- GIDEROSOBJ:r3d.ConcaveMeshShape -->
'''<translate>Supported platforms</translate>:''' [[File:Platform android.png]][[File:Platform ios.png]][[File:Platform mac.png]][[File:Platform pc.png]][[File:Platform html5.png]][[File:Platform winrt.png]][[File:Platform win32.png]]<br/>
+
'''Supported platforms:''' [[File:Platform android.png]][[File:Platform ios.png]][[File:Platform mac.png]][[File:Platform pc.png]][[File:Platform html5.png]][[File:Platform winrt.png]][[File:Platform win32.png]]<br/>
'''<translate>Available since</translate>:''' Gideros 2019.10<br/>
+
'''Available since:''' Gideros 2019.10<br/>
=== <translate>Description</translate> ===
+
 
 +
=== Description ===
 +
The ConcaveMeshShape class can be used for a static concave triangular mesh.
 +
 
 +
It can be used to describe an environment for instance.
 +
 
 +
'''notes''': 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.
 +
 
 
{|-
 
{|-
 
| style="width: 50%; vertical-align:top;"|
 
| style="width: 50%; vertical-align:top;"|
=== <translate>Methods</translate> ===
+
=== Methods ===
[[Special:MyLanguage/r3d.ConcaveMeshShape.new|r3d.ConcaveMeshShape.new]] ''<translate>create a new concave mesh shape</translate>''<br/><!-- GIDEROSMTD:r3d.ConcaveMeshShape.new(vertices,indices) create a new concave mesh shape -->
+
[[r3d.ConcaveMeshShape.new]] ''creates a new collision concave mesh shape''<br/><!--GIDEROSMTD:r3d.ConcaveMeshShape.new(vertices,indices) creates a new collision concave mesh shape-->
 +
 
 
| style="width: 50%; vertical-align:top;"|
 
| style="width: 50%; vertical-align:top;"|
 
|}
 
|}
 +
 +
----
 +
*'''[[R3d.Shape]]'''
 +
*'''[[ReactPhysics3D]]'''

Latest revision as of 03:46, 13 March 2021

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

Description

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

It can be used to describe an environment for instance.

notes: 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