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.
<source lang="lua">
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<syntaxhighlight lang="lua">
 
body = r3d.World:createBody(matrix)
 
body = r3d.World:createBody(matrix)
 
</source>
 
</source>
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=== Example ===
 
=== Example ===
<source lang="lua">
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<syntaxhighlight lang="lua">
 
-- mesh
 
-- mesh
 
local mesh = D3.Mesh.new()
 
local mesh = D3.Mesh.new()

Revision as of 14:30, 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. <syntaxhighlight lang="lua"> body = r3d.World:createBody(matrix) </source>

Parameters

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

Example

<syntaxhighlight lang="lua"> -- 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()) </source>