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The Question & Answer (Q&A) Knowledge Managenet

The Internet has many places to ask questions about anything imaginable and find past answers on almost everything.

Table of Contents

- What is a mesh collider?
- What is convex mesh collider?
- What is a collider in unity?
- What is a mesh in unity?
- What is a MeSH?
- What is a mesh normal?
- What is mesh UV?
- What is a mesh renderer?
- How do you calculate normals?
- What is a normal in graphics?
- What is the normal of a plane?
- What is the normal of a triangle?
- What are triangles with all sides the same length called?
- What is a normal vector of a plane?
- How do you find the normal to a plane?
- What is the Cartesian equation of a plane?
- How do you know if two planes are parallel?
- What is the line of intersection of two planes?
- What is the intersection of two lines called?
- Can 2 planes intersect at a point?
- Does a line go on forever?
- Why must there be 2 lines on a plane?
- Can a solid exist in a plane?
- Is a circle a plane shape?
- Can triangles have curved sides?
- Can a triangle be a plane?
- Is Ellipse a plane shape?

The **Mesh Collider** takes a **Mesh** Asset and builds its **Collider** based on that **Mesh**. It is far more accurate for collision detection than using primitives for complicated Meshes. **Mesh Colliders** that are marked as Convex can collide with other **Mesh Colliders**.

**Convex mesh collider** reduce the **mesh** to 255 triangles so yes is optimize your **mesh** of it has more triangles than 255 in it. If your Rigid body is non kinematic and you want to make it collide with other **convex** and non **convex meshes** then you have to use **convex mesh collider**.

**Collider** components define the shape of an object for the purposes of physical collisions. A **collider**, which is invisible, need not be the exact same shape as the object’s mesh and in fact, a rough approximation is often more efficient and indistinguishable in gameplay.

The shape of a 3D object is defined by its **mesh**. A **mesh** is like a net of points, or vertices. … In **Unity**, there are two primary rendering components: The **Mesh** Filter, which stores the **mesh** data of a model, and the **Mesh** Renderer, which combines the **mesh** data with materials to render the object in the scene.

A **mesh** is a collection of vertices, edges, and faces that describe the shape of a 3D object: … (The plural of vertex is “vertices”) An edge is a straight line segment connecting two vertices. A face is a flat surface enclosed by edges.

Abstract. **Normal** meshes are new fundamental surface descriptions inspired by differential geometry. A **normal mesh** is a multiresolution **mesh** where each level can be written as a **normal** offset from a coarser version. Hence the **mesh** can be stored with a single float per ver- tex.

**Mesh**. **uv** is an array of Vector2s that can have values between (0,0) and (1,1). The values represent fractional offsets into a texture. … The practical uses is to be able to map arbitrary portions of the texture to specific triangles. For example, they allow you to create a cube in which each side is a different texture.

The **Mesh Renderer** takes the geometry from the **Mesh** Filter and renders it at the position defined by the object’s Transform component. The **Mesh Renderer** GameObject Component as displayed in the Inspector window.

A surface **normal** for a triangle can be **calculated** by taking the vector cross product of two edges of that triangle. The order of the vertices used in the **calculation** will affect the direction of the **normal** (in or out of the face w.r.t. winding).

A **normal** is the technical term used in Computer **Graphics** (and Geometry) to describe the orientation of a surface of a geometric object at a point on that surface. … Normals can be thought of as vectors with one caveat: they do not transform the same way that vectors do.

For example, in two dimensions, the **normal** line to a curve at a given point is the line perpendicular to the tangent line to the curve at the point. … In three dimensions, a surface **normal**, or simply **normal**, to a surface at point P is a vector perpendicular to the tangent **plane** of the surface at P.

The **normal** of the **triangle**, or vector C is the cross product of A and B. … The result is also equal to (0,0,1) as with the right-hand coordinate system example (the vertices coordinates are the same, therefore the vectors A and B are the same as well as the result of the cross product AxB).

A triangle with all sides equal is called **an equilateral triangle**, and a triangle with no sides equal is called a **scalene triangle**. **An equilateral triangle** is therefore a special case of an **isosceles triangle** having not just two, but all three sides and **angles** equal.

The **normal vector**, often simply called the “**normal**,” to a surface is a **vector** which is **perpendicular** to the surface at a given point. When normals are considered on closed surfaces, the inward-pointing **normal** (pointing towards the interior of the surface) and outward-pointing **normal** are usually distinguished.

The **normal** to the **plane** is given by the cross product n=(r−b)×(s−b).

The Cartesian equation of a plane is , where is the vector normal to the plane. Three points (A,B,C) can define two distinct vectors AB and AC. Since the two vectors lie on the plane, their cross product can be used as a normal to the plane. Substitute one **point** into the Cartesian equation to solve for d.

To say **whether** the **planes are parallel**, we’ll set up our ratio inequality using the direction numbers from their normal vectors. Since the ratios are not equal, the **planes** are not **parallel**. To say **whether** the **planes** are perpendicular, we’ll take the dot product of their normal vectors.

**Two intersecting planes** always form a **line** If **two planes intersect** each other, the **intersection** will always be a **line**. where r 0 r_0 r0 is a point on the **line** and v is the vector result of the cross product of the normal vectors of the **two planes**.

**Intersecting lines** The point where the **lines intersect** is **called** the point of **intersection**. If the angles produced are all right angles, the **lines** are **called** perpendicular **lines**. If **two lines** never **intersect**, they are **called** parallel **lines**.

The **intersection** of **two planes** is a line. … They cannot **intersect** at only one **point** because **planes** are infinite.

The difference between a **line** and a **line** segment is that the **line** segment has two endpoints and a **line goes on forever**. A **line** segment is denoted by its two endpoints, as in . A ray has one endpoint and **goes on forever** in one direction.

**there must** be at least **two lines** on any **plane** because a **plane** is defined by 3 non-collinear points. … Since a **plane** is defined by 3 non-collinear points, we could have: a **line** and a point not on that **line**; **two** intersecting **lines**; **two** parallel **lines**; or simply 3 non-collinear points.

In geometry a **solid** may **exist in a plane**. This is false. A **plane** is defined as a flat and two dimensional surface that extends up to infinitely. The correct statement is – In geometry, a **solid** may **exist** in three-dimensional space.

A **circle** is a **plane** closed figure enclosed by a curve, having no sides and no corner (vertex). Every point in the curve is situated at equal distance from a definite point within the closed figure.

A “**side**” should be defined as a straight line, or a segment that falls between 2 corners. Any **curved side** of a shape represents an infinite number of **sides**, so it would not be a **triangle**, but in fact an infinity-gon.

A **triangle** is made up of three non co-linear points (points that are not on the same line). Because a **triangle** is made up of three non co-linear points, a **triangle can** be classified as a **plane** itself.

An **ellipse** is a **shape** that looks like an **oval** or a flattened circle. In geometry, an **ellipse** is a **plane** curve which results from the intersection of a cone by a **plane** in a way that produces a closed curve. Circles are special cases of ellipses, obtained when the cutting **plane** is perpendicular to the cone’s axis.