Collision Primitives¶
Reference
- Panel:
Alongside mesh shapes, .btmesh
files also store “collision primitives”, a set of simple,
non-polygonal shapes that can be used when performance is key, or when polygonal collision
is overkill.
The easiest way to edit a collision primitives position, rotation and scale is via the Collision primitive edit tools.
Collision primitive properties¶
- Shape type
The type of primitive shape. There are 4 different shapes:
Sphere
Box
Cylinder
Capsule
- Position
Position of the primitive in object space
- Rotation
Rotation of the primitive in object space
- Dimensions
Dimensions of the primitive in object space.
Utilized different depending on the shape type used.
- Collision Layer
The collision layer to use for the primitive.
See Collision Layer for more info.
- Collision Type
The collision type to use for the primitive.
See Collision Types for more info.
- Collision Flags
A list of collision flags to use on the primitive.
See Collision Flags for more info.