Collision mesh: Difference between revisions

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A '''collision mesh''' (sometimes '''collision model''', though it is actually only ever a ''component'' of a model) is a [[cheap]] 3D mesh used by Source to calculate [[VPhysics]] collisions.
A '''collision mesh''' (sometimes '''collision model''', though it is actually only ever a ''component'' of a model) is a [[cheap]] 3D mesh used by Source to calculate [[VPhysics]] collisions.


A collision mesh is not visually represented to the player, and should be extremely low-detail compared to any [[Body mesh|body]] or [[LOD mesh|LOD]] meshes - see the images to the right for two examples. The lack of precision will not be noticed, except in that it doesn't grind the simulation to a halt!
A collision mesh is not visually represented to the player, and should be extremely low-detail compared to any [[Reference mesh|reference]] or [[LOD mesh|LOD]] meshes - see the images to the right for two examples. The lack of precision will not be noticed, except in that it doesn't grind the simulation to a halt!


There is one major restriction with collision meshes: like [[brush]]es, they must be [[Wikipedia:Convex|convex]]. Multiple collision meshes can be used in the same model however, so this is rarely if ever an insurmountable problem.
There is one major restriction with collision meshes: like [[brush]]es, they must be [[Wikipedia:Convex|convex]]. Multiple collision meshes can be used in the same model however, so this is rarely if ever an insurmountable problem.

Revision as of 11:57, 28 April 2008

A static collision mesh (red wireframe)
A jointed collision mesh (yellow wireframes)

A collision mesh (sometimes collision model, though it is actually only ever a component of a model) is a cheap 3D mesh used by Source to calculate VPhysics collisions.

A collision mesh is not visually represented to the player, and should be extremely low-detail compared to any reference or LOD meshes - see the images to the right for two examples. The lack of precision will not be noticed, except in that it doesn't grind the simulation to a halt!

There is one major restriction with collision meshes: like brushes, they must be convex. Multiple collision meshes can be used in the same model however, so this is rarely if ever an insurmountable problem.

See also