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@@ -82,6 +82,7 @@ Each body has a shape attached that determines the collision volume. The followi
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* [TaperedCapsuleShape](@ref TaperedCapsuleShape) - A capsule with different radii at the bottom and top.
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* [TaperedCapsuleShape](@ref TaperedCapsuleShape) - A capsule with different radii at the bottom and top.
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* [CylinderShape](@ref CylinderShape) - A cylinder shape. Note that cylinders are the least stable of all shapes, so use another shape if possible.
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* [CylinderShape](@ref CylinderShape) - A cylinder shape. Note that cylinders are the least stable of all shapes, so use another shape if possible.
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* [ConvexHullShape](@ref ConvexHullShape) - A convex hull defined by a set of points.
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* [ConvexHullShape](@ref ConvexHullShape) - A convex hull defined by a set of points.
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+* [TriangleShape](@ref TriangleShape) - A single triangle. Use a MeshShape if you have multiple triangles.
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* [PlaneShape](@ref PlaneShape) - An infinite plane. Negative half space is considered solid.
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* [PlaneShape](@ref PlaneShape) - An infinite plane. Negative half space is considered solid.
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* [StaticCompoundShape](@ref StaticCompoundShape) - A shape containing other shapes. This shape is constructed once and cannot be changed afterwards. Child shapes are organized in a tree to speed up collision detection.
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* [StaticCompoundShape](@ref StaticCompoundShape) - A shape containing other shapes. This shape is constructed once and cannot be changed afterwards. Child shapes are organized in a tree to speed up collision detection.
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* [MutableCompoundShape](@ref MutableCompoundShape) - A shape containing other shapes. This shape can be constructed/changed at runtime and trades construction time for runtime performance. Child shapes are organized in a list to make modification easy.
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* [MutableCompoundShape](@ref MutableCompoundShape) - A shape containing other shapes. This shape can be constructed/changed at runtime and trades construction time for runtime performance. Child shapes are organized in a list to make modification easy.
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