question: this type of collision shape is mesh-accurate and meant for immovable `` world objects '' . examples include terrain , houses or whole shooter levels . objects with `` mesh '' type collision shape will not collide with each other . concode_field_sep PlaceHolder placeHolder concode_field_sep CollisionShape createMeshShape concode_elem_sep MeshCollisionShape createSingleMeshShape concode_elem_sep CompoundCollisionShape createCompoundShape concode_elem_sep CompoundCollisionShape createCompoundShape concode_elem_sep BoxCollisionShape createSingleBoxShape concode_elem_sep void shiftCompoundShapeContents concode_elem_sep CompoundCollisionShape createBoxCompoundShape concode_elem_sep HullCollisionShape createSingleDynamicMeshShape concode_elem_sep Transform getTransform concode_elem_sep CollisionShape createDynamicMeshShape concode_elem_sep CollisionShape createBoxShape
target: CompoundCollisionShape function ( Node arg0 ) { return createCompoundShape ( arg0 , new CompoundCollisionShape ( ) , true ) ; }