Difference between revisions of "R3d.Body.KINEMATIC BODY"
From GiderosMobile
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*a velocity which can be changed manually | *a velocity which can be changed manually | ||
*a position computed by the physics engine | *a position computed by the physics engine | ||
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r3d.Body.KINEMATIC_BODY | r3d.Body.KINEMATIC_BODY | ||
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{{R3d.Body}} | {{R3d.Body}} |
Revision as of 14:30, 13 July 2023
Available since: Gideros 2019.10
Value: 1
Defined by: R3d.Body
Description
A kinematic body does not collide with other static or kinematic bodies.
A kinematic body has:
- an infinite mass
- a velocity which can be changed manually
- a position computed by the physics engine
<syntaxhighlight lang="lua"> r3d.Body.KINEMATIC_BODY </source>
- R3d.Body
- R3d.Body.DYNAMIC BODY
- R3d.Body.KINEMATIC BODY
- R3d.Body.STATIC BODY
- R3d.Body:applyForce
- R3d.Body:applyTorque
- R3d.Body:createFixture
- R3d.Body:destroyFixture
- R3d.Body:enableGravity
- R3d.Body:getAngularDamping
- R3d.Body:getAngularVelocity
- R3d.Body:getLinearDamping
- R3d.Body:getLinearVelocity
- R3d.Body:getMass
- R3d.Body:getTransform
- R3d.Body:raycast
- R3d.Body:setAngularDamping
- R3d.Body:setAngularVelocity
- R3d.Body:setIsAllowedToSleep
- R3d.Body:setLinearDamping
- R3d.Body:setLinearVelocity
- R3d.Body:setMass
- R3d.Body:setTransform
- R3d.Body:setType
- R3d.Body:testPointInside