Physics Body

Physics Body

Object Type – is a type of physical object, now Rigid Body is enabled only, Collision Object is kind of object for what there is no collision response, only collision detection performs, it will be enabled in future release.

Collision Shape

Type – there are a few types of shapes:

  • Convex: Box, Sphere, Cone, Cylinder
  • Concave: Triangle Mesh

Size – size of OOBB of current collision shape. Size sets automatically to visual Actor OOBB taking into account its World Scale, when Collision Shape type changes. To get Actor OOBB size you could use Actor’s Size button.
Offset – Bullet implementation of physics system determines object position as position of its center of mass (COF), in some cases pivot of Scene Object (or Actor) lies in not the same place as COF as on the picture:

 
Pivot lies on the bottom of box here, but physical COF will be lying in the center.

So in such cases 2 solutions exist:

  • Apply offset using Transforms tab of Model Editor, a few disadvantages here: this offset will be applied to all Actors which uses a model, and it could be done in easy way only for simple collision shapes like box, sphere or cylinder.
  • Best solution to use collision shape Offset in Physics Editor.

Rigid Body

In this section Rigid Body’s parameters could be configured.
Dynamic Type – choose Static for immobile static objects, and Dynamic for moving.


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