Difference between revisions of "R3d.World"
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__NOTOC__ | __NOTOC__ | ||
− | <languages /> | + | <languages/> |
<!-- GIDEROSOBJ:r3d.World --> | <!-- GIDEROSOBJ:r3d.World --> | ||
'''<translate>Supported platforms</translate>:''' [[File:Platform android.png]][[File:Platform ios.png]][[File:Platform mac.png]][[File:Platform pc.png]][[File:Platform html5.png]][[File:Platform winrt.png]][[File:Platform win32.png]]<br/> | '''<translate>Supported platforms</translate>:''' [[File:Platform android.png]][[File:Platform ios.png]][[File:Platform mac.png]][[File:Platform pc.png]][[File:Platform html5.png]][[File:Platform winrt.png]][[File:Platform win32.png]]<br/> | ||
'''<translate>Available since</translate>:''' Gideros 2019.10<br/> | '''<translate>Available since</translate>:''' Gideros 2019.10<br/> | ||
+ | |||
=== <translate>Description</translate> === | === <translate>Description</translate> === | ||
+ | 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. | ||
+ | |||
{|- | {|- | ||
| style="width: 50%; vertical-align:top;"| | | style="width: 50%; vertical-align:top;"| | ||
=== <translate>Methods</translate> === | === <translate>Methods</translate> === | ||
− | [[Special:MyLanguage/r3d.World.new|r3d.World.new]] ''<translate>create a new world</translate>''<br/><!-- GIDEROSMTD:r3d.World.new(gravityX,gravityY,gravityZ) create a 3D physics world --> | + | [[Special:MyLanguage/r3d.World.new|r3d.World.new]] ''<translate>create a new world</translate>''<br/> |
− | [[Special:MyLanguage/r3d.World:createBody|r3d.World:createBody]] ''<translate>create a new body</translate>''<br/><!-- GIDEROSMTD:r3d.World:createBody(transform) create a new body --> | + | <!-- GIDEROSMTD:r3d.World.new(gravityX,gravityY,gravityZ) create a 3D physics world --> |
− | [[Special:MyLanguage/r3d.World:destroyBody|r3d.World:destroyBody]] ''<translate>destroy a body</translate>''<br/><!-- GIDEROSMTD:r3d.World:destroyBody(body) destroy a body --> | + | [[Special:MyLanguage/r3d.World:createBody|r3d.World:createBody]] ''<translate>create a new body</translate>''<br/> |
− | [[Special:MyLanguage/r3d.World:step|r3d.World:step]] ''<translate>Step the world</translate>''<br/><!-- GIDEROSMTD:r3d.World:step(time) step the world --> | + | <!-- GIDEROSMTD:r3d.World:createBody(transform) create a new body --> |
− | [[Special:MyLanguage/r3d.World:raycast|r3d.World:raycast]] ''<translate>perform a ray cast on the world</translate>''<br/><!-- GIDEROSMTD:r3d.World:raycast(sx,sy,sz,ex,ey,ez,callback,category) perform a ray cast on the world --> | + | [[Special:MyLanguage/r3d.World:destroyBody|r3d.World:destroyBody]] ''<translate>destroy a body</translate>''<br/> |
− | [[Special:MyLanguage/r3d.World:testOverlap|r3d.World:testOverlap]] ''<translate>check if two bodies overlap</translate>''<br/><!-- GIDEROSMTD:r3d.World:testOverlap(bodyA,bodyB) check if two bodies overlap --> | + | <!-- GIDEROSMTD:r3d.World:destroyBody(body) destroy a body --> |
− | [[Special:MyLanguage/r3d.World:testAABBOverlap|r3d.World:testAABBOverlap]] ''<translate>check if two bodies AABB overlap</translate>''<br/><!-- GIDEROSMTD:r3d.World:testAABBOverlap(bodyA,bodyB) check if two bodies AABB overlap --> | + | [[Special:MyLanguage/r3d.World:step|r3d.World:step]] ''<translate>Step the world</translate>''<br/> |
− | [[Special:MyLanguage/r3d.World:testCollision|r3d.World:testCollision]] ''<translate>check collisions</translate>''<br/><!-- GIDEROSMTD:r3d.World:testCollision([bodyA,[bodyB,]]callback[,category]) check collisions --> | + | <!-- GIDEROSMTD:r3d.World:step(time) step the world --> |
− | [[Special:MyLanguage/r3d.World:setEventListener|r3d.World:setEventListener]] ''<translate>set the event listener for collisions in the world</translate>''<br/><!-- GIDEROSMTD:r3d.World:setEventListener(listener) set the event listener for collisions in the world --> | + | [[Special:MyLanguage/r3d.World:raycast|r3d.World:raycast]] ''<translate>perform a ray cast on the world</translate>''<br/> |
− | [[Special:MyLanguage/r3d.World:createBallAndSocketJoint|r3d.World:createBallAndSocketJoint]] <br/><!-- GIDEROSMTD:r3d.World:createBallAndSocketJoint(bodyA,bodyB,anchorX,anchorY,anchorZ,params) --> | + | <!-- GIDEROSMTD:r3d.World:raycast(sx,sy,sz,ex,ey,ez,callback,category) perform a ray cast on the world --> |
− | [[Special:MyLanguage/r3d.World:createHingeJoint|r3d.World:createHingeJoint]] <br/><!-- GIDEROSMTD:r3d.World:createHingeJoint(bodyA,bodyB,anchorX,anchorY,anchorZ,axisX,axisY,axisZ,params) --> | + | [[Special:MyLanguage/r3d.World:testOverlap|r3d.World:testOverlap]] ''<translate>check if two bodies overlap</translate>''<br/> |
− | [[Special:MyLanguage/r3d.World:createSliderJoint|r3d.World:createSliderJoint]] <br/><!-- GIDEROSMTD:r3d.World:createSliderJoint(bodyA,bodyB,anchorX,anchorY,anchorZ,axisX,axisY,axisZ,params) --> | + | <!-- GIDEROSMTD:r3d.World:testOverlap(bodyA,bodyB) check if two bodies overlap --> |
− | [[Special:MyLanguage/r3d.World:createFixedJoint|r3d.World:createFixedJoint]] <br/><!-- GIDEROSMTD:r3d.World:createFixedJoint(bodyA,bodyB,anchorX,anchorY,anchorZ,params) --> | + | [[Special:MyLanguage/r3d.World:testAABBOverlap|r3d.World:testAABBOverlap]] ''<translate>check if two bodies AABB overlap</translate>''<br/> |
− | [[Special:MyLanguage/r3d.World:destroyJoint|r3d.World:destroyJoint]] ''<translate>destroy a joint</translate>''<br/><!-- GIDEROSMTD:r3d.World:destroyBody(joint) destroy a joint --> | + | <!-- GIDEROSMTD:r3d.World:testAABBOverlap(bodyA,bodyB) check if two bodies AABB overlap --> |
+ | [[Special:MyLanguage/r3d.World:testCollision|r3d.World:testCollision]] ''<translate>check collisions</translate>''<br/> | ||
+ | <!-- GIDEROSMTD:r3d.World:testCollision([bodyA,[bodyB,]]callback[,category]) check collisions --> | ||
+ | [[Special:MyLanguage/r3d.World:setEventListener|r3d.World:setEventListener]] ''<translate>set the event listener for collisions in the world</translate>''<br/> | ||
+ | <!-- GIDEROSMTD:r3d.World:setEventListener(listener) set the event listener for collisions in the world --> | ||
+ | [[Special:MyLanguage/r3d.World:createBallAndSocketJoint|r3d.World:createBallAndSocketJoint]] <br/> | ||
+ | <!-- GIDEROSMTD:r3d.World:createBallAndSocketJoint(bodyA,bodyB,anchorX,anchorY,anchorZ,params) --> | ||
+ | [[Special:MyLanguage/r3d.World:createHingeJoint|r3d.World:createHingeJoint]] <br/> | ||
+ | <!-- GIDEROSMTD:r3d.World:createHingeJoint(bodyA,bodyB,anchorX,anchorY,anchorZ,axisX,axisY,axisZ,params) --> | ||
+ | [[Special:MyLanguage/r3d.World:createSliderJoint|r3d.World:createSliderJoint]] <br/> | ||
+ | <!-- GIDEROSMTD:r3d.World:createSliderJoint(bodyA,bodyB,anchorX,anchorY,anchorZ,axisX,axisY,axisZ,params) --> | ||
+ | [[Special:MyLanguage/r3d.World:createFixedJoint|r3d.World:createFixedJoint]] <br/> | ||
+ | <!-- GIDEROSMTD:r3d.World:createFixedJoint(bodyA,bodyB,anchorX,anchorY,anchorZ,params) --> | ||
+ | [[Special:MyLanguage/r3d.World:destroyJoint|r3d.World:destroyJoint]] ''<translate>destroy a joint</translate>''<br/> | ||
+ | <!-- GIDEROSMTD:r3d.World:destroyBody(joint) destroy a joint --> | ||
+ | |||
| style="width: 50%; vertical-align:top;"| | | style="width: 50%; vertical-align:top;"| | ||
+ | |||
|} | |} |
Revision as of 05:50, 21 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 create a new world |