Difference between revisions of "R3d.Shape"
From GiderosMobile
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__NOTOC__ | __NOTOC__ | ||
<!-- GIDEROSOBJ:r3d.Shape --> | <!-- GIDEROSOBJ:r3d.Shape --> | ||
− | ''' | + | '''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/> |
− | ''' | + | '''Available since:''' Gideros 2019.10<br/> |
=== Description === | === Description === | ||
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=== Classes === | === Classes === | ||
<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3"> | <div style="column-count:3;-moz-column-count:3;-webkit-column-count:3"> | ||
− | <!--[[ | + | <!--[[r3d.BallAndSocketShape]] *'''NOT YET'''*<br/>--><!--GIDEROSOBJ:r3d.BallAndSocketShape--> |
− | + | [[r3d.BoxShape]]<br/><!--GIDEROSOBJ:r3d.BoxShape--> | |
− | + | [[r3d.CapsuleShape]]<br/><!--GIDEROSOBJ:r3d.CapsuleShape--> | |
− | <!-- GIDEROSOBJ:r3d.BallAndSocketShape --> | + | [[r3d.ConcaveMeshShape]]<br/><!--GIDEROSOBJ:r3d.ConcaveMeshShape--> |
− | [[ | + | [[r3d.ConvexMeshShape]]<br/><!--GIDEROSOBJ:r3d.ConvexMeshShape--> |
− | <!-- GIDEROSOBJ:r3d.BoxShape --> | + | [[r3d.HeightFieldShape]]<br/><!--GIDEROSOBJ:r3d.HeightFieldShape--> |
− | [[ | + | [[r3d.SphereShape]]<br/><!--GIDEROSOBJ:r3d.SphereShape--> |
− | <!-- GIDEROSOBJ:r3d.CapsuleShape --> | ||
− | [[ | ||
− | <!-- GIDEROSOBJ:r3d.ConcaveMeshShape --> | ||
− | [[ | ||
− | <!-- GIDEROSOBJ:r3d.ConvexMeshShape --> | ||
− | [[ | ||
− | <!-- GIDEROSOBJ:r3d.HeightFieldShape --> | ||
− | [[ | ||
− | <!-- GIDEROSOBJ:r3d.SphereShape --> | ||
</div> | </div> | ||
− | |||
---- | ---- | ||
'''[[ReactPhysics3D]]''' | '''[[ReactPhysics3D]]''' |
Latest revision as of 22:44, 12 December 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.
Classes
r3d.BoxShape
r3d.CapsuleShape
r3d.ConcaveMeshShape
r3d.ConvexMeshShape
r3d.HeightFieldShape
r3d.SphereShape