Difference between revisions of "R3d.World:createBody"

From GiderosMobile
m (Text replacement - "<source" to "<syntaxhighlight")
m (Text replacement - "</source>" to "</syntaxhighlight>")
 
Line 9: Line 9:
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
 
body = r3d.World:createBody(matrix)
 
body = r3d.World:createBody(matrix)
</source>
+
</syntaxhighlight>
  
 
=== Parameters ===
 
=== Parameters ===
Line 29: Line 29:
 
-- body
 
-- body
 
meshview.body = world:createBody(meshview:getMatrix())
 
meshview.body = world:createBody(meshview:getMatrix())
</source>
+
</syntaxhighlight>
  
 
{{R3d.World}}
 
{{R3d.World}}

Latest revision as of 15:32, 13 July 2023

Available since: Gideros 2019.10
Class: R3d.World

Description

A rigid body represents an object that you want to simulate in the world. It has a mass, a position, an orientation and one or several collision shapes. The dynamics world will compute collisions between the bodies and will update its position and orientation accordingly at each time step. You can also create joints between the bodies in the world.

In order to create a rigid body, you need to specify its transform.

body = r3d.World:createBody(matrix)

Parameters

matrix: (matrix) the initial position and orientation of the body in the world

Example

-- mesh
local mesh = D3.Mesh.new()
local meshview = Viewport.new()
meshview:setContent(mesh)
-- transform
matrix = meshview:getMatrix()
matrix:setPosition(posx, posy, posz)
matrix:setRotationX(rotx)
matrix:setRotationY(roty)
matrix:setRotationZ(rotz)
meshview:setMatrix(matrix)
-- body
meshview.body = world:createBody(meshview:getMatrix())