Difference between revisions of "R3d.Body"
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[[r3d.Body:getTransform]] ''gets the body transform (position and rotation) matrix''<br/><!--GIDEROSMTD:r3d.Body:getTransform() gets the body transform (position and rotation) matrix--> | [[r3d.Body:getTransform]] ''gets the body transform (position and rotation) matrix''<br/><!--GIDEROSMTD:r3d.Body:getTransform() gets the body transform (position and rotation) matrix--> | ||
[[r3d.Body:raycast]] ''performs a ray cast on the body''<br/><!--GIDEROSMTD:r3d.Body:raycast(sx,sy,sz,ex,ey,ez) performs a ray cast on the body--> | [[r3d.Body:raycast]] ''performs a ray cast on the body''<br/><!--GIDEROSMTD:r3d.Body:raycast(sx,sy,sz,ex,ey,ez) performs a ray cast on the body--> | ||
| + | [[r3d.Body:resetForce]] ''resets the body linear forces''<br/><!--GIDEROSMTD:r3d.Body:resetForce() resets the body linear forces--> | ||
| + | [[r3d.Body:resetTorque]] ''resets the body angular forces''<br/><!--GIDEROSMTD:r3d.Body:resetTorque() resets the body angular forces--> | ||
[[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--> | ||
Revision as of 11:25, 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 |