new MeshCollider(mesh, pos3D)render3dExtras.js:721Make a mesh a level shape, it joins the level's collision
const level = await loadOBJ('level-collision.obj');
new MeshCollider(level.mesh);MeshCollider - A level shape made of a mesh's triangles, which objects with collideLevel land on, slide along and walk up, as on a HeightMap: a level's floors, walls, ramps and rocks, often a low poly mesh made for collision
Extends EngineObject3D
new MeshCollider(mesh, pos3D)render3dExtras.js:721Make a mesh a level shape, it joins the level's collision
const level = await loadOBJ('level-collision.obj');
new MeshCollider(level.mesh);bakedMatrix : Float64Array|undefinedrender3dExtras.js:736grid : Object|undefinedrender3dExtras.js:739normals : Float64Arrayrender3dExtras.js:733triangles : Float64Arrayrender3dExtras.js:731destroy(immediate)render3dExtras.js:832Destroy it, it leaves the level's collision
immediate boolean optionalrebuild()render3dExtras.js:744Take the triangles from the mesh again, after it changed
render3D() → voidrender3dExtras.js:748It draws nothing, the game draws what it wants seen
update()render3dExtras.js:751Draws its edges while Debug Physics is on, called automatically each frame