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Update physics-shapes.md

Björn Ritzl 1 year ago
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1 changed files with 32 additions and 1 deletions
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      docs/en/manuals/physics-shapes.md

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docs/en/manuals/physics-shapes.md

@@ -51,7 +51,7 @@ Note that the *Group* property is **not** used here since the collision groups a
 :::
 :::
 
 
 ## Convex hull shape
 ## Convex hull shape
-Defold includes a feature allowing you to create a convex hull shape from three or more points. You can use an external tool such as the [Defold Polygon Editor](/assets/defoldpolygoneditor/) or the [Physics Body Editor](https://selimanac.github.io/physics-body-editor/) to create a convex hull shape.
+Defold includes a feature allowing you to create a convex hull shape from three or more points. You can use an external tool such as the [Defold Polygon Editor](https://rossgrams.itch.io/defold-polygon-editor) or the [Physics Body Editor](https://selimanac.github.io/physics-body-editor/) to create a convex hull shape.
 
 
 1. Create convex hull shape file (file extension `.convexshape`) using an external editor.
 1. Create convex hull shape file (file extension `.convexshape`) using an external editor.
 2. Instead of adding shapes to the collision object component, set the *Collision Shape* property to the *convex shape* file.
 2. Instead of adding shapes to the collision object component, set the *Collision Shape* property to the *convex shape* file.
@@ -60,6 +60,37 @@ Defold includes a feature allowing you to create a convex hull shape from three
 The shape will not be drawn in the editor. You can [enable Physics debugging](/manuals/debugging/#debugging-problems-with-physics) at runtime to see the shape.
 The shape will not be drawn in the editor. You can [enable Physics debugging](/manuals/debugging/#debugging-problems-with-physics) at runtime to see the shape.
 :::
 :::
 
 
+### File Format
+The convex hull file format uses the same data format as all other Defold files, ie the protobuf text format. A convex hull shape defines the points of the hull in a counter clockwise order. Example:
+
+```
+shape_type: TYPE_HULL
+data: 200.000
+data: 100.000
+data: 0.0
+data: 400.000
+data: 100.000
+data: 0.0
+data: 400.000
+data: 300.000
+data: 0.0
+data: 200.000
+data: 300.000
+data: 0.0
+```
+
+The above example defines the four corners of a rectangle:
+
+```
+ 200x300   400x300
+    4---------3
+    |         |
+    |         |
+    |         |
+    |         |
+    1---------2
+ 200x100   400x100
+```
 
 
 # Scaling collision shapes
 # Scaling collision shapes
 The collision object and its shapes inherit the scale of the game object. To disable this behaviour uncheck the [Allow Dynamic Transforms](/manuals/project-settings/#allow-dynamic-transforms) checkbox in the Physics section of *game.project*. Note that only uniform scaling is supported and that the smallest scale value will be used if the scale isn't uniform.
 The collision object and its shapes inherit the scale of the game object. To disable this behaviour uncheck the [Allow Dynamic Transforms](/manuals/project-settings/#allow-dynamic-transforms) checkbox in the Physics section of *game.project*. Note that only uniform scaling is supported and that the smallest scale value will be used if the scale isn't uniform.