Difference between revisions of "ReactPhysics3D"
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[[r3d.Fixture]]<br/><!--GIDEROSOBJ:r3d.Fixture--> | [[r3d.Fixture]]<br/><!--GIDEROSOBJ:r3d.Fixture--> | ||
[[r3d.Joint]]<br/><!--GIDEROSOBJ:r3d.Joint--> | [[r3d.Joint]]<br/><!--GIDEROSOBJ:r3d.Joint--> | ||
− | <!--[[ | + | <!--[[r3d.FixedJoint]]<br/>--><!--GIDEROSOBJ:r3d.FixedJoint--> |
− | <!--[[ | + | <!--[[r3d.HingeJoint]]<br/>--><!--GIDEROSOBJ:r3d.HingeJoint--> |
[[r3d.Shape]]<br/><!--GIDEROSOBJ:r3d.Shape--> | [[r3d.Shape]]<br/><!--GIDEROSOBJ:r3d.Shape--> | ||
− | <!--[[ | + | <!--[[r3d.BallAndSocketShape]]<br/>--><!--GIDEROSOBJ:r3d.BallAndSocketShape--> |
− | <!--[[ | + | <!--[[r3d.BoxShape]]<br/>--><!--GIDEROSOBJ:r3d.BoxShape--> |
− | <!--[[ | + | <!--[[r3d.CapsuleShape]]<br/>--><!--GIDEROSOBJ:r3d.CapsuleShape--> |
− | <!--[[ | + | <!--[[r3d.ConcaveMeshShape]]<br/>--><!--GIDEROSOBJ:r3d.ConcaveMeshShape--> |
− | <!--[[ | + | <!--[[r3d.ConvexMeshShape]]<br/>--><!--GIDEROSOBJ:r3d.ConvexMeshShape--> |
− | <!--[[ | + | <!--[[r3d.HeightFieldShape]]<br/>--><!--GIDEROSOBJ:r3d.HeightFieldShape--> |
− | <!--[[ | + | <!--[[r3d.SphereShape]]<br/>--><!--GIDEROSOBJ:r3d.SphereShape--> |
[[r3d.World]]<br /><!--GIDEROSOBJ:r3d.World--> | [[r3d.World]]<br /><!--GIDEROSOBJ:r3d.World--> | ||
</div> | </div> | ||
{{GIDEROS IMPORTANT LINKS}} | {{GIDEROS IMPORTANT LINKS}} |
Revision as of 00:31, 23 March 2021
Supported platforms:
Available since: Gideros 2019.10
Description
ReactPhysics3D is an open source 3D physics and collision engine [React Physics 3D home page].
To add ReactPhysics3D engine to your application you call:
require "reactphysics3d"
Basically you:
- create the 3d world => r3d.World.new
- add the 3d world DebugDraw (recommended for testing) => r3d.DebugDraw.new
- create your body => r3d.World:createBody
- define the shape of your body => example: a sphere r3d.SphereShape.new
- add the fixture => r3d.Body:createFixture
- add joints (optional) => example: a fixed joint r3d.World:createFixedJoint
- HAVE FUN!
Classes