Difference between revisions of "R3d.Body"
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[[r3d.Body:setAngularDamping]] ''sets the body angular damping''<br/><!--GIDEROSMTD:r3d.Body:setAngularDamping(number) sets the body angular damping--> | [[r3d.Body:setAngularDamping]] ''sets the body angular damping''<br/><!--GIDEROSMTD:r3d.Body:setAngularDamping(number) sets the body angular damping--> | ||
[[r3d.Body:setAngularVelocity]] ''sets the body angular velocity''<br/><!--GIDEROSMTD:r3d.Body:setAngularVelocity(number) sets the body angular velocity--> | [[r3d.Body:setAngularVelocity]] ''sets the body angular velocity''<br/><!--GIDEROSMTD:r3d.Body:setAngularVelocity(number) sets the body angular velocity--> | ||
| − | [[r3d.Body:setIsAllowedToSleep]] ''allows or disallows a body to sleep''<br/><!--GIDEROSMTD:r3d.Body:setIsAllowedToSleep( | + | [[r3d.Body:setIsActive]] ''sets a body to active''<br/><!--GIDEROSMTD:r3d.Body:setIsActive(bool) sets a body to active--> |
| + | [[r3d.Body:setIsAllowedToSleep]] ''allows or disallows a body to sleep''<br/><!--GIDEROSMTD:r3d.Body:setIsAllowedToSleep(bool) allows or disallows a body to sleep--> | ||
[[r3d.Body:setIsSleeping]] ''sets a body to sleep''<br/><!--GIDEROSMTD:r3d.Body:setIsSleeping(bool) sets a body to sleep--> | [[r3d.Body:setIsSleeping]] ''sets a body to sleep''<br/><!--GIDEROSMTD:r3d.Body:setIsSleeping(bool) sets a body to sleep--> | ||
[[r3d.Body:setLinearDamping]] ''sets the body linear damping''<br/><!--GIDEROSMTD:r3d.Body:setLinearDamping(number) sets the body linear damping--> | [[r3d.Body:setLinearDamping]] ''sets the body linear damping''<br/><!--GIDEROSMTD:r3d.Body:setLinearDamping(number) sets the body linear damping--> | ||
Revision as of 11:09, 18 December 2025
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Available since: Gideros 2019.10
Description
Once the dynamics world has been created, you can create rigid bodies into the world.
A rigid body represents an object that you want to simulate in the world. It has a mass, a position, an orientation, a type, and one or several collision shapes. You can also create joints between the bodies in the world.
The dynamics world will compute collisions between the bodies and will update the bodies position and orientation accordingly every time step.
In ReactPhysics3D, the RigidBody class (which inherits from the CollisionBody class) is used to describe a rigid body.
Methodsr3d.Body:applyLocalForceAtCenterOfMass applies a force to this body |
Constantsr3d.Body.STATIC_BODY |