|
@@ -506,7 +506,7 @@ Bodies can only exist in a single layer. If you want a body with a low detail co
|
|
The low detail body should be dynamic. The high detail body should be kinematic, or if it doesn't interact with other dynamic objects it can also be static.
|
|
The low detail body should be dynamic. The high detail body should be kinematic, or if it doesn't interact with other dynamic objects it can also be static.
|
|
After calling PhysicsSystem::Update, you'll need to loop over these dynamic bodies and call BodyInterface::MoveKinematic in case the high detail body is kinematic, or BodyInterface::SetPositionAndRotation in case the high detail body is static.
|
|
After calling PhysicsSystem::Update, you'll need to loop over these dynamic bodies and call BodyInterface::MoveKinematic in case the high detail body is kinematic, or BodyInterface::SetPositionAndRotation in case the high detail body is static.
|
|
|
|
|
|
-Alternatively, you can put a high detail and a low detail shape in a StaticCompoundShape and use PhysicsSystem::SetSimulationShapeFilter to filter out the high detail shape during simulation.
|
|
|
|
|
|
+Alternatively, you can put a high detail and a low detail shape in a StaticCompoundShape and use PhysicsSystem::SetSimShapeFilter to filter out the high detail shape during simulation.
|
|
Another ShapeFilter would filter out the low detail shape during collision queries (e.g. through NarrowPhaseQuery).
|
|
Another ShapeFilter would filter out the low detail shape during collision queries (e.g. through NarrowPhaseQuery).
|
|
You can use Shape::GetUserData to determine if a shape is a high or a low detail shape.
|
|
You can use Shape::GetUserData to determine if a shape is a high or a low detail shape.
|
|
|
|
|