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Physicseditor
Physicseditor






physicseditor
  1. #PHYSICSEDITOR MANUAL#
  2. #PHYSICSEDITOR WINDOWS 8#
  3. #PHYSICSEDITOR WINDOWS#

game performance, the developer of TexturePacker created another program called PhysicsEditor. To add a shape to a specific layer set the checkmark in the right column under Layers.In my previous post I introduced TexturePacker to handle a lot of images in a simple way to improve i.e. You can set names for simple reference in the left column under Bit's name. By default, a shape occupies all bit-planes. Shapes only collide if they are in the same bit-planes. Useful when creating an object out of many shapes that you don’t want to self collide. Shapes in the same non-zero group do not generate collisions. You might want to change this by modifying the exporter. Use this value to set up dedicated collision handlers using cpSpaceAddCollisionHandler. This value tells the physics engine that the shape is only used to create inform your main program about the collision but the shape itself does not collide with other objects. Collision ParametersĪdditionally collision parameters can be set directly from PhysicsEditor. A basketball for example will usually have a high value here whereas a block of steel will have a low value. They get repelled depending on the strength of this value. Restitution, Elasticity or Bounce values are used when objects collide. Low friction lets the object slide a longer distance, higher values make the object stop faster. The Friction value comes in play when one object slides on another. It does not have any effect on how fast the bodies fall. This has effect on collisions between objects. The Mass or Density value tells the physics engine how heavy an object is. They define how a body is moved by the physics engine.

physicseditor

Common Physics ParametersĬollision shapes need physics parameters. In our PhysicsEditor tutorials section you can find tutorials for every framework supported, check them out to find out more about the specific parameters for your framework.

#PHYSICSEDITOR MANUAL#

Please refer to your frameworkʻs reference manual for more information or look at the examples shipped with PhysicsEditor. Therefore it is not possible to document all the many various options here. The interface changes with the capabilities of the framework targeted. The parameter editor strongly depends on the exporter you selected. Re-dock it by double-clicking or dragging it onto PhysicsEditors's or right window border. You can undock the Parameter Editor by clicking the small gray button on the left or by just dragging it out of position. All frames - union traces all frames, using any parts that are available in at least one frame.All frames - intersection traces all frames, using only the parts that are available in all frames.Single frame traces the current animation frame.The Frame mode decides how animation phases are handled: If you add more images to one shape in the main window, you can browse through the Animation phases with the slider. The Alpha threshold value can be used to only add parts of the image which are more solid.Īnother influence for the result is the starting point for the trace.ĭepending on the point you click in the shape might give slightly different results. Sometimes both modes deliver nearly identical results but sometimes have more or less vertexes. Straight - Try this for objects with straight lines and angles.Natural - Try this for rounded objects with different angles or pointy edges.Tracer settings: Too many vertices (left), good, not enough vertices (right). The user interface consists of 3 main elements: With the built-in template system you can create all kinds of text files. In case you can't find your favorite framework in the list, contact me or The settings and details are described in this documentation. PhysicsEditor shows physics parameter settings depending on your framework.Click on the magic wand icon to Auto-Trace your shape.Drag and drop an image to the shapes panel on the left.Creating your first collision shapeĬreating your first collision shape is really simple:

#PHYSICSEDITOR WINDOWS#

Older versions also support OS versions back to macOS 10.7 (Lion), Windows XP and Ubuntu 13.10 (Saucy Salamander)īut might not contain all features of the current release.

#PHYSICSEDITOR WINDOWS 8#

Windows 8 and newer, including Windows 11.macOS 10.14 and newer, including macOS 12.Supported operating systems by the current version of PhysicsEditor: Have enough options available to adjust things to your needs. PhysicsEditor already creates very good results, but you also

physicseditor

Within seconds! Without specifying any additional options PhysicsEditor is a GUI tool to create collision shapes








Physicseditor