Hola Studio best practices for polygonal rigid body editing

Source: Internet
Author: User

In addition to support for importing Rube configurations, Hola Studio refers to the process of importing Rube configurations from previous Blog:hola Stduio. Editing the physical scene itself is also very convenient, here take a polygon edit example.

Friends familiar with box2d know that polygon-resolved convex and concave polygons, which can be arbitrarily converted in Hola studio, in other words, you intuitively drag and drop the shape you want, Hola studio calculates the relationship of these points in real time, resulting in the corresponding polygon rigid body.

Now Hola Studio has a built-in triangular rigid body, a square rigid body and a polygonal rigid body.

Where the polygon rigid body, the default three or five edges, you can change the number of edges by adding/removing points (uipoint), by dragging the points to change the number of polygons. Of course the number of points can not be less than 3.

For example, there used to be a triangular rigid body.

Select a point, the right-hand menu copy and paste, you can one more point.

Notice that each point has an ordinal number, which is the zindex of the point, which can dynamically change its value, and the engine generates a rigid body based on the order of the points.
For example, a five-sided concave polygon

By changing the Node 2 and moving up one order, the polygon becomes

Sometimes accidentally, after moving a point, what happens is that the engine does not think it is a rigid body and needs to be adjusted back in order.

You can add more points to complete a variety of complex shapes, such as goldfish (or wrenches?). ) shape of the rigid body.

The editing of polygonal rigid body is finished, if you have any questions, welcome Dabigatran discussion:

Hola Studio best practices for polygonal rigid body editing

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