DriftCapture · function
propHulls
mesh decomposed into convex hulls the container can hold.
Explained in DriftCapture.
function propHulls(mesh: MeshData | CollisionSource, options?: DecomposeOptions): PropHullsimport { propHulls } from '@driftengine/capture';Parameters
| Parameter | Type | Description |
|---|---|---|
mesh | MeshData | CollisionSource | |
options? | DecomposeOptions |
In depth
Asked for inside the caps rather than checked against them afterwards. A decomposition is the expensive part of baking a prop, and one that comes back with thirty-three hulls is one that has to be thrown away and asked for again — so the cap is what it is asked for. A hull that still arrives with more points than a record can hold is refused by name, because silently dropping its points changes the shape a game collides against without telling anybody.