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Home
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Overview
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Features
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Core Features
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Shapes And Meshes
..
Shapes And Meshes
Home
Overview
Features
Core Features
Shapes and meshes
The engine allows you:
Create shapes and handle collision detection between them
Each shape can contain:
Shape primitives like sphere, hemisphere, cube, cuboid, cylinder, two radius cylinder (truncated cone), cone, pyramid, capsule, two radius capsule, tetrahedron, convex hull, convex triangle mesh, nonconvex triangle mesh, heightmap, fluid, triangle, point, segment, plain
Additional shapes between which Minkowski sum and convex hull operations are available
Each shape can be:
Moved
Rotated
Scaled independently on the X, Y, Z axes (geometric scaling of the shape changes its physical properties such as mass and moments of inertia)
For each shape can be obtained a convex set of triangles
Handle simple concave triangle meshes as nonstatic objects through the convex decomposition. The engine has a builtin functions to transform such meshes into a set of convex objects (physics objects and/or shapes and/or shape primitives)
Handle complex concave triangle meshes directly as static (nonmoving) or dynamic (moving) objects
Perform advanced operations on arbitrary set of triangles through the triangle mesh controller
Create triangle meshes
Meshes can be created for:
Predefined shapes like sphere, hemisphere, cube, cuboid, cylinder, two radius cylinder (truncated cone), cone, pyramid, capsule, two radius capsule, torus, tube, triangle, plain
Any user shapes
Meshes are built by managers: the regions, vertices and triangles
Meshes of predefined shapes have an adjustable number of stacks and slices
Meshes can be read as arrays of indexed or nonindexed polygons
Load arbitrary sets of triangles and use them as a convex shapes
Deform triangle meshes in realtime
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Komires Sp. z o.o.
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