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...")
 
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__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/>
 
'''<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/>
 
'''<translate>Available since</translate>:''' Gideros 2019.10<br/>
 
'''<translate>Available since</translate>:''' Gideros 2019.10<br/>
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=== <translate>Description</translate> ===
 
=== <translate>Description</translate> ===
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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.
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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.
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{|-
 
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=== <translate>Methods</translate> ===
 
=== <translate>Methods</translate> ===
[[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 -->
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[[Special:MyLanguage/r3d.ConcaveMeshShape.new|r3d.ConcaveMeshShape.new]] ''<translate>creates a new collision concave mesh shape</translate>''<br/>
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<!-- GIDEROSMTD:r3d.ConcaveMeshShape.new(vertices,indices) creates a new collision concave mesh shape -->
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| style="width: 50%; vertical-align:top;"|
 
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----
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'''[[ReactPhysics3D]]'''

Revision as of 01:38, 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.

Methods

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



ReactPhysics3D