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Added physics.set_shape()

Björn Ritzl 1 year ago
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      docs/en/manuals/physics-shapes.md

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docs/en/manuals/physics-shapes.md

@@ -96,6 +96,28 @@ The above example defines the four corners of a rectangle:
 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.
 
 
 
 
+# Resizing collision shapes
+The shapes of a collision object can be resized at runtime using `physics.set_shape()`. Example:
+
+```lua
+-- set capsule shape data
+local data = {}
+data.diameter = 10
+data.height = 20
+physics.set_shape("#collisionobject", "my_capsule_shape", data)
+
+-- set sphere shape data
+data = {}
+data.diameter = 10
+physics.set_shape("#collisionobject", "my_sphere_shape", data)
+
+-- set box shape data
+data = {}
+data.dimensions = vmath.vector3(10, 10, 5)
+physics.set_shape("#collisionobject", "my_box_shape", data)
+```
+
+
 # Rotating collision shapes
 # Rotating collision shapes
 
 
 ## Rotating collision shapes in 3D physics
 ## Rotating collision shapes in 3D physics