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@@ -39641,7 +39641,7 @@ return {
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{
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{
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name = "newMeshCollider",
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name = "newMeshCollider",
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summary = "Add a Collider with a MeshShape to the World.",
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summary = "Add a Collider with a MeshShape to the World.",
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- description = "Adds a Collider to the world and attaches a `MeshShape`.\n\nColliders with mesh shapes are immobile and can only be used for static environment objects. The collider will be kinematic and forces/velocities will not move it. Also, these colliders will not detect collisions with other kinematic objects.\n\nMeshShapes are not treated as solid objects, but instead a collection of triangles. They do not have mass or volume, and there is no concept of being \"inside\" a mesh. `ConvexShape` is a good alternative for solid objects with an arbitrary shape.",
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+ description = "Adds a Collider to the world and attaches a `MeshShape`.\n\nColliders with mesh shapes are immobile and can only be used for static environment objects. The collider will be kinematic and forces/velocities will not move it. Also, these colliders will not detect collisions with other kinematic objects.\n\nMeshShapes are not treated as solid objects, but instead a collection of triangles. They do not have mass or volume, and there is no concept of being \"inside\" a mesh. `ConvexShape` is a good alternative for making solid objects.",
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key = "World:newMeshCollider",
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key = "World:newMeshCollider",
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module = "lovr.physics",
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module = "lovr.physics",
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notes = "The triangles in a MeshShape should use counterclockwise winding.",
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notes = "The triangles in a MeshShape should use counterclockwise winding.",
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