The local AABB of the mesh.
The body to which the shape is added to.
The local bounding sphere radius of this shape.
Whether to produce contact forces when in contact with other bodies. Note that contacts will be generated, but they will be disabled.
References to vertex pairs, making up all unique edges in the trimesh.
Identifier of the Shape.
Array of integers, indicating which vertices each triangle consists of. The length of this array is thus 3 times the number of triangles.
Optional material of the shape that regulates contact properties.
The normals data.
Local scaling of the mesh. Use .setScale() to set it.
The indexed triangles. Use .updateTree() to update it.
The type of this shape. Must be set to an int > 0 by subclasses.
vertices
All the Shape types.
calculateWorldAABB
Compute the local AABB for the trimesh
Get a vector along an edge.
Get an edge vertex
0 or 1, depending on which one of the vertices you need.
Where to store the result
Get triangles in a local AABB from the trimesh.
An array of integers, referencing the queried triangles.
Get a vertex from the trimesh,transformed by the given position and quaternion.
The "out" vector object
setScale
Update the .aabb
property
Will update the .boundingSphereRadius
property
Update the .edges
property
Compute the normals of the faces. Will save in the .normals
array.
updateTree
Get approximate volume
Create a Trimesh instance, shaped as a torus.
Trimesh.