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Physical trigger #33
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Collider is for collision detection and all related to PxShape in PhysX. PxShape is related with PxGeometry which include PxBoxGeometry, PxSphereGeometry, PxCapsuleGeometry, PxPlaneGeometry, PxTriangleMeshGeometry, PxConvexMeshGeometry, PxHeightFieldGeometry(Terrain). There will be a corresponding collider for each geometry. After creation, the object of PxShape is attach on the object of PxActor(Rigidbody). #187 |
PxShape must contains PxMaterial which define the surface property including DynamicFriction, StaticFriction, Restitution, FrictionCombineMode, RestitutionCombineMode. |
WASM is not faster than JavaScript everywhere(inline function) and we must consider minimize the size of WASM binary and reduce the number of binding APIs. It is worth to consider lazy operations which prepare all necessary data in JS and then create the object of WASM. |
In PhysX, the major types have following relationship: PxGeometry——PxShape——PxActor——PxScene, there are different geometries but all these must be attached in an actor. If we don't want to create Rigidbody, we have to use PxRigidStatic, which is static and only work as a trigger. |
Need to distinguish trigger and collider, the former does not require physical feedback, the latter requires physical feedback, so it can be implemented in different ways to reduce the size of WASM binary. |
…nClip Opt code
Realize basic physical trigger function and colliders:
PR reviewers: @GuoLei1990 , @cptbtptpbcptdtptp , @singlecoder
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