ShapesShapes are rigid mesh objects that are composed of triangular faces. They can be imported/exported and edited. They come in four different sub-types: By default, all imported shapes are simple shapes. Two or more shapes or compound shapes can however be grouped/ungrouped with [Edit > Shape grouping/merging > group/ungroup]. Simple shapes can also be merged/divided with [Edit > Shape grouping/merging > merge/divide]. Refer also to the model tutorial. which illustrates how to correctly import and prepare shapes for a simulation model. Primitive shapes are mainly functional shapes. They are most of the time only used by the physics engine that performs on them much better and faster than on non-primitive shapes (e.g. random or convex meshes). For that reason, primitive shapes are often hidden in an invisible layer (e.g. layer 9). Refer to the layer selection dialog and the section on how to design dynamic simulations for more information. [(a) 5 shapes (e.g. after import), (b) 1 shape (after merging), (c) 1 compound shape (composed by 5 simple shapes)] Primitive shapes can also be grouped, the resulting compound shape will however only be primitive if all of its composing elements are also primitives. Merging primitive shapes will result in a non-primitive shape. Shapes are collidable, measurable and detectable objects. This means that shapes: The collidable, measurable and detectable properties of a shape can be altered in the general scene object properties dialog. Additionally, those properties can be overridden if the shape is part of a model which overrides them. Refer to the model dialog for more information. The shape calculations (i.e. collision, distance and proximity sensor calculations) available in CoppeliaSim are also available as stand-alone routines via the Coppelia geometric routines. |