Shapes And Meshes
 
 
Shapes and meshes

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, non-convex 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 non-static objects through the convex decomposition. The engine has a built-in 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 (non-moving) 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 non-indexed polygons
  • Load arbitrary sets of triangles and use them as a convex shapes
  • Deform triangle meshes in real-time