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mesh_collider2d

How the node's collider2d turns its mesh into a shape: the shape a fit takes, the edges a polyline keeps, how a convex_polygon and a voxelized outline…

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2d · physics · 10 properties · 2D

How the node's collider2d turns its mesh into a shape: the shape a fit takes, the edges a polyline keeps, how a convex_polygon and a voxelized outline are read, and what a triangle_mesh tidies first.

In a scene, mesh_collider2d is the node key that applies it. A script reaches each property below as a field on node.mesh_collider2d: reading one asks the running component, and assigning one leaves the rest alone. The whole table is node.mesh_collider2d.get() and node.mesh_collider2d.set(table).

Properties

property type default description
connected_components bool false Work out which triangles form each separate piece of the mesh
drop_bad_topology bool false Drop the triangles that stop the mesh's edge topology from being built
drop_degenerate_triangles bool true Drop triangles that name one vertex twice; merges vertices too
drop_duplicate_triangles bool true Drop a triangle whose three vertices another one already names; merges vertices too
fill enum solid Whether voxelizing an outline fills its inside or only its edge, for voxelized_mesh and a vhacd or voxels decomposition One of solid, surface.
fill_cavities bool false When a solid fill floods an outline, leave the holes it walls off empty
fix_self_intersections bool false When a solid fill floods an outline, handle the places it crosses itself
merge_vertices bool true Merge vertices at exactly the same place when building a triangle_mesh
oriented bool false Treat a triangle_mesh or polyline as one-sided: the winding decides which side is solid, counter-clockwise enclosing the solid
topology bool false Build the mesh's half-edge topology