From 8d3a5206d154b09dee23f7f1406c49303a8cca17 Mon Sep 17 00:00:00 2001 From: Eoin Mcloughlin Date: Tue, 10 Jan 2023 15:16:12 +0000 Subject: [PATCH] Remove `isHollow` property from colliders. Might make a return in the future, but this likely complicates the spec unnecessarily, given that most engines don't have support for hollow shapes and my experience of such a feature is that it's comparatively niche. Closes #6. --- README.md | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/README.md b/README.md index cc9d01c..4f09944 100644 --- a/README.md +++ b/README.md @@ -73,8 +73,7 @@ To describe the shape that the physics engine should use, colliders must define |**convex**|`object`|A convex hull wrapping a `mesh` object.| |**trimesh**|`object`|A triangulated physics representation of a `mesh` object.| -The sphere, box, capsule, cylinder and convex types should all produce _solid_ colliders by default - a rigid body anywhere inside the shape should be pushed out of it. -However you can request the shapes to be created as a _shell_ instead by enabling the **isHollow** parameter - in this case a rigid body inside the shape should collide with the inside of the shell. +The sphere, box, capsule, cylinder and convex types should all produce _solid_ colliders - a rigid body anywhere inside the shape should be pushed out of it. However the trimesh type always represents an infinitely thin shell or sheet - for example a mesh collider created from a `mesh` object in the shape of a box will be represented as a hollow box in the physics engine. If you want your collider to have an offset from the local space (for example a sphere _not_ centered at local origin, or a rotated box), you should add an extra node to the hierarchy and apply your transform and your collider properties to that.