Difference between revisions of "R3d.World"
Line 29: | Line 29: | ||
[[Special:MyLanguage/r3d.World:testAABBOverlap|r3d.World:testAABBOverlap]] ''<translate>checks if two bodies AABB overlap</translate>''<br/> | [[Special:MyLanguage/r3d.World:testAABBOverlap|r3d.World:testAABBOverlap]] ''<translate>checks if two bodies AABB overlap</translate>''<br/> | ||
<!-- GIDEROSMTD:r3d.World:testAABBOverlap(bodyA,bodyB) checks if two bodies AABB overlap --> | <!-- GIDEROSMTD:r3d.World:testAABBOverlap(bodyA,bodyB) checks if two bodies AABB overlap --> | ||
+ | [[Special:MyLanguage/r3d.World:testCollision|r3d.World:testCollision]] ''<translate>checks collisions</translate>''<br/> | ||
+ | <!-- GIDEROSMTD:r3d.World:testCollision([bodyA,[bodyB,]]callback[,category]) checks collisions --> | ||
[[Special:MyLanguage/r3d.World:testOverlap|r3d.World:testOverlap]] ''<translate>checks if two bodies overlap</translate>''<br/> | [[Special:MyLanguage/r3d.World:testOverlap|r3d.World:testOverlap]] ''<translate>checks if two bodies overlap</translate>''<br/> | ||
<!-- GIDEROSMTD:r3d.World:testOverlap(bodyA,bodyB) checks if two bodies overlap --> | <!-- GIDEROSMTD:r3d.World:testOverlap(bodyA,bodyB) checks if two bodies overlap --> | ||
− | |||
− | |||
[[Special:MyLanguage/r3d.World:setEventListener|r3d.World:setEventListener]] ''<translate>sets the event listener for collisions in the world</translate>''<br/> | [[Special:MyLanguage/r3d.World:setEventListener|r3d.World:setEventListener]] ''<translate>sets the event listener for collisions in the world</translate>''<br/> | ||
<!-- GIDEROSMTD:r3d.World:setEventListener(listener) sets the event listener for collisions in the world --> | <!-- GIDEROSMTD:r3d.World:setEventListener(listener) sets the event listener for collisions in the world --> |
Revision as of 02:51, 22 January 2020
Supported platforms:
Available since: Gideros 2019.10
Description
A dynamics world is used to automatically simulate the motion of your bodies using the world physics.
Bodies will be automatically moved using collisions, joints and forces. You do not have to move the bodies manually (but you still can if needed).
The dynamics world will contain the bodies and joints that you create. You will then be able to run your simulation across time by updating the world at each frame.
The DynamicsWorld class (which inherits from the CollisionWorld class) represents a dynamics world in the ReactPhysics3D library.
Methodsr3d.World.new creates a new world |