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1.0.0:physics [2023/03/16 09:00] – [Override Collider-Registration] admin1.0.0:physics [2023/03/16 09:04] – [Colliders] admin
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 On collider registration you push starting transformation information and shape data to the physics world: On collider registration you push starting transformation information and shape data to the physics world:
-  * AddBoxCollider() +^Method^ 
-  AddSphereCollider() +|procedure AddBoxCollider(const AControl : TControl3D; const APrefab : TGorillaColliderSettings);|Add a box collider for a specific TControl3D instance to the physics system. At first you will need to create a TGorillaColliderSettings structure, where to define the body type (static, dynamic, kinematic)| 
-  AddCapsuleCollider() +|procedure AddSphereCollider(const AControl : TControl3D; const APrefab : TGorillaColliderSettings);|Add a spherical collider for a specific TControl3D instance to the physics system. At first you will need to create a TGorillaColliderSettings structure, where to define the body type (static, dynamic, kinematic)| 
-  AddParticleCollider() +|procedure AddCapsuleCollider(const AControl : TControl3D; const APrefab : TGorillaColliderSettings; const ARadius, AHeight : Single);|Add a capsule collider for a specific TControl3D instance to the physics system. At first you will need to create a TGorillaColliderSettings structure, where to define the body type (static, dynamic, kinematic)| 
-  AddTerrainCollider() +|procedure AddParticleCollider(const AData : Pointer; const AType : PTypeInfo; const APrefab : TGorillaColliderSettings; const ATransformation : TMatrix3D; const ARadius : Single; out ABody : TQ3Body);|Add a particle collider for a specific pointer value to the physics system. At first you will need to create a TGorillaColliderSettings structure, where to define the body type (static, dynamic, kinematic). Also provide a starting transformation matrix and a radius of the particle. The procedure will return a TQ3Body instance as pointer which should be linked with your particle structure (AParticle). This method is automatically used by the physics particle influencer class.| 
-  AddMeshCollider()+|procedure AddTerrainCollider(const AMesh : TCustomMesh; const APrefab : TGorillaColliderSettings);|Add a terrain collider for a specific TCustomMesh (terrain) instance to the physics system. At first you will need to create a TGorillaColliderSettings structure, where to define the body type (static, dynamic, kinematic). Of course the body type is flexible, but for terrains you should use the static body type.| 
 +|procedure AddTerrainCollider(const ATerrain : TGorillaMesh; const APrefab : TGorillaColliderSettings);|Add a terrain collider for a specific TGorillaMesh instance to the physics system. At first you will need to create a TGorillaColliderSettings structure where to define the body type (static, dynamic, kinematic). Of course the body type is flexible, but for terrains you should use the static body type.| 
 +|procedure AddMeshCollider(const AMesh : TCustomMesh; const APrefab : TGorillaColliderSettings);|Add a capsule collider for a specific TCustomMesh instance to the physics system. At first you will need to create a TGorillaColliderSettings structure where to define the body type (static, dynamic, kinematic)| 
 +|procedure AddMeshCollider(const AMesh : TGorillaMesh; const APrefab : TGorillaColliderSettings);|Add a capsule collider for a specific TGorillaMesh instance to the physics system. At first you will need to create a TGorillaColliderSettings structure where to define the body type (static, dynamic, kinematic)|
  
 From there on the physics controller will compute transformation based on its own universe. From there on the physics controller will compute transformation based on its own universe.