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There is no CollisionMesh in examples #63
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Welcome back! The physics has been extracted into its own extension: https://3dreamengine.github.io/3DreamEngine/docu/extensions/physics Specifically this is how to create a shape (the prepared collision mesh) and --create a shape from this object and it's current transformation
local shape = physics:newObject(object)
--add this shape to the world
local collider = world:add(shape, "dynamic", x, y, z) |
Thanks. But: |
Either in the conf.lua https://love2d.org/wiki/Config_Files or you can require it manually |
Oh, it was switched off in config. Thank you. And sorry for disturbing, take my questions as «dumb user test» for your project. |
And some more questions. |
Yes, use raytracing for that. The physics extension is 2.5D and is based on Box2d. Setting position is an oversight from me, will add that, but it boils down to |
There is no CollisionMesh in examples and it works totally unclean.
It worked like this in the past:
But as I see it was changed. What should be included to fix
attempt to index global 'CollisionMesh' (a nil value)
error? What parametres should I use?
CollisionMesh:newCollisionMesh(mesh, shapeMode)
What the mesh is? Loaded mesh object? Or a string path to an obj file? Link at documentation looks dead.
P. S. I'm thisnickwasfree, I've lost access to that acc so I've created new one.
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