Difference between revisions of "R3d.World:createBody"
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(Created page with "'''Available since:''' Gideros 2019.10<br/> '''Class:''' R3d.World<br/> === Description === A rigid body represents an object that you want to simulate in the world. It h...") |
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In order to create a rigid body, you need to specify its transform. | In order to create a rigid body, you need to specify its transform. | ||
| − | < | + | <syntaxhighlight lang="lua"> |
body = r3d.World:createBody(matrix) | body = r3d.World:createBody(matrix) | ||
| − | </ | + | </syntaxhighlight> |
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| + | When you create a new body in the world, it is of dynamic type by default '''[[R3d.Body.DYNAMIC BODY]]'''. You can change the type of the body using the RigidBody::setType() method '''[[R3d.Body:setType]]'''. | ||
=== Parameters === | === Parameters === | ||
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=== Example === | === Example === | ||
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-- mesh | -- mesh | ||
local mesh = D3.Mesh.new() | local mesh = D3.Mesh.new() | ||
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-- body | -- body | ||
meshview.body = world:createBody(meshview:getMatrix()) | meshview.body = world:createBody(meshview:getMatrix()) | ||
| − | </ | + | </syntaxhighlight> |
{{R3d.World}} | {{R3d.World}} | ||
Latest revision as of 11:08, 16 December 2025
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)
When you create a new body in the world, it is of dynamic type by default R3d.Body.DYNAMIC BODY. You can change the type of the body using the RigidBody::setType() method R3d.Body:setType.
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())
- R3d.World
- R3d.World.new
- R3d.World:createBallAndSocketJoint
- R3d.World:createBody
- R3d.World:createFixedJoint
- R3d.World:createHingeJoint
- R3d.World:createSliderJoint
- R3d.World:destroyBody
- R3d.World:destroyJoint
- R3d.World:raycast
- R3d.World:setEventListener
- R3d.World:step
- R3d.World:testCollision
- R3d.World:testOverlap