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Rigid Body #33

Open Armaccord opened 5 months ago

Armaccord commented 5 months ago

Rigid Body tab:

Add a sub-tab called Collider

When Triangle mesh is selected:

When Convex hull is selected:

Using ColliderDesc.convexHull(points). This is the simplest approach: it will automatically compute the convex hull of the given set of points. A convex hull is the smallest convex shape that contains all the given points.

When Primitive is selected:

When Compound Primitive is selected

It is discouraged to use a triangle meshes or a polylines for colliders attached to dynamic rigid-bodies. Because they have no interior, it is easy for another object to get stuck into them. In order to simulate properly non-convex objects, it is recommended to use a convex decomposition with a compound shape instead.

Add a sub-tab called Properties

Add a sub-tab called advanced (should be at the bottom)and add: