PhysicsMesh
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Meshes that represent the collision geometry of a model.
Display
- To toggle physics mesh display, select Display > Collision Geo.
Create
- Use the Model > Collision > Add Physics Mesh menu item.
Edit
- Meshes are accessible via the outliner, and are found under the Physics Mesh List item.
- Select a physics mesh item to edit in the Property Editor.
Data Structures
The vmdl physics mesh data looks like this:
CVphysicsMeshList m_physicsMeshList = CVphysicsMeshList
{
CVphysicsMesh[] m_meshList =
[
CVphysicsMesh
{
string m_meshName = "sdk_static_prop_physics"
string m_meshFile = "models/sdk_static_prop/fbx/sdk_static_prop_physics.fbx"
bool m_bUseExactGeometry = false
bool m_bAutoMass = true
float m_flMassOverride = 100.000000
bool m_bOneConvexPiece = true
bool m_bConcavePerJoint = false
bool m_bSelfCollisions = false
bool m_bForceKinematic = false
bool m_bIgnoreScale = false
bool m_bIgnoreSkeleton = false
}
]
}
m_physicsMeshList
A list of CVphysicsMesh elements.
Note:A vmdl can have multiple physics meshes. Mesh groups and LOD groups will refer to these meshes by name.
CVphysicsMesh
The data description of a physics mesh.
Attribute | Friendly Name | Description | Type | Default Value |
---|---|---|---|---|
m_meshName | Mesh Name | The name of the mesh | string | |
m_bUseExactGeometry | Use Exact Geometry | Do not convexify, instead use the exact geometry | bool | false |
m_bAutoMass | Auto Mass | Calculate mass automatically | bool | true |
m_flMassOverride | Mass Override | If automass is off, use this instead | float | 100.0 |
m_bOneConvexPiece | One Convex Piece | Convexify as one object, if off generate multiple convex hulls | bool | false |
m_bConcavePerJoint | Concave Per Joint | Create hull per joint | bool | false |
m_bSelfCollisions | Self Collisions | Collide with itself | bool | false |
m_bForceKinematic | Force Kinematic | Force physics object to be kinematic | bool | false |
m_bIgnoreScale | Ignore Scale | Ignore Scale | bool | false |
m_bIgnoreSkeleton | Ignore Skeleton | Ignore Skeleton | bool | false |
Note:Force Kinematic, Ignore Scale, and Ignore Skeleton are possibly outdated and will not have a result on the compiled mesh