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mesh_collider3d

How the node's collider3d turns its mesh into a shape: how a voxelized mesh or a decomposition's grid is filled, and what a triangle_mesh tidies first.

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3d · physics · 9 properties · 3D

How the node's collider3d turns its mesh into a shape: how a voxelized mesh or a decomposition's grid is filled, and what a triangle_mesh tidies first.

In a scene, mesh_collider3d is the node key that applies it. A script reaches each property below as a field on node.mesh_collider3d: reading one asks the running component, and assigning one leaves the rest alone. The whole table is node.mesh_collider3d.get() and node.mesh_collider3d.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 a mesh fills its inside or only its shell, for voxelized_mesh and a convex_decomposition's voxel grid One of solid, surface.
fill_cavities bool false When a solid fill floods a mesh, leave the cavities a closed surface walls off empty
merge_vertices bool true Merge vertices at exactly the same place when building a triangle_mesh
oriented bool false Treat the triangle_mesh as a closed, outward-facing surface, which makes inside and outside meaningful
topology bool false Build the mesh's half-edge topology