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 |