Geometry Shapes

When creating parts, you can add primitive geometric shapes, such as boxes, spheres, capsules, planes, and cylinders.

You can also create polygon-based geometries, such as triangle meshes and composite type geometries. These shapes define the behaviour of a part upon collision; however, they do not have any bearing on its dynamic behaviour. If a part does not have collision, buoyancy or drag geometries, it will not collide with other parts. The position and volume of geometries are optionally used to determine the inertia tensor properties. The figure below indicates where geometries are located in the Vortex® hierarchy.


For more information about geometry shape types, see Geometry Shape Types.