playcanvas / playcanvas/engine
Collision Component Update-Renderer Collision for built-in primitives
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- Dominant language
- JavaScript
- Stars
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- Forks
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- Merged PRs (30d)
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Description
Hi, I'm proposing this feature that will enable us to use built-in primitives and wire them in collision component.
Description
I was trying to add plane primitive to my scene, after that I did add collision and rigidbody to it. Since it is a built in primitive when I choose Mesh option on Collision i need to slot mesh, but I don't have plane mesh in my project and therefore it is not usable.
I was forced to use Box Collision and set Y=0.1 and I would like to avoid that.
Feature:
Add extra option in Collision component:
Renderer: Slot object/entity that has renderer and use its render mesh as a collision shape.
This way, whenever we scale our plane renderer collision shape will also update.
Here is my original problem that I have posted on PC Forum -> https://forum.playcanvas.com/t/plane-collision-setup/23157
Thank you and I hope this can be simple/easy update.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by tracing the Collision component's Mesh option and the built-in plane primitive's renderer. Determine how a Renderer slot could supply the render mesh and respond to renderer scaling; done means a built-in primitive can use its rendered mesh for collision without a separate mesh asset and the collision shape updates when scaled.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- javascript
- Domain
- computer-graphics, game-dev
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100