PhysicsCreateRigidBody
		
		
		
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Creates rigid body from shape
Syntax
physics-rigid-body physicsCreateRigidBody( physics-shape theShape [ , float mass, float localInertiaX, float localInertiaY, float localInertiaZ, float centerOfMassX, float centerOfMassY, float centerOfMassZ ])
Required Arguments
- theShape : the shape of rigid body
 - mass: mass of rigid body, by default 1, must be greater than 0
 - localInertiaXYZ: local inertia
 - centerOfMassYYZ: center of mass
 
Returns
Rigid body, false otherwise.
Example
Crushing 27 boxes
local box = physicsCreateShape(physics, "box", 1)
local sphere = physicsCreateShape(physics, "sphere", 3)
local function crush()
  for x = 1,3 do
    for y = 1,3 do
      for z = 1,3 do
        local boxrb = physicsCreateRigidBody(box)
        physicsSetProperties(boxrb, "position", x*2,y*2,3 + z * 2)
      end
    end
  end
    
  local sphereOfDoom = physicsCreateRigidBody(sphere, 10000)
  physicsSetProperties(sphereOfDoom, "position", 3,3,50)
end
crush()
See Also
- physicsCreateWorld
 - physicsDestroy
 - physicsCreateShape
 - physicsCreateShapeFromModel
 - physicsCreateRigidBody
 - physicsCreateStaticCollision
 - physicsCreateConstraint
 - physicsAddChildShape
 - physicsRemoveChildShape
 - physicsGetChildShapes
 - physicsSetChildShapeOffsets
 - physicsGetChildShapeOffsets
 - physicsGetShapes
 - physicsGetRigidBodies
 - physicsGetStaticCollisions
 - physicsGetConstraints
 - physicsSetProperties
 - physicsGetProperties
 - physicsDrawDebug
 - physicsSetDebugMode
 - physicsBuildCollisionFromGTA
 - physicsApplyVelocity
 - physicsApplyVelocityForce
 - physicsApplyAngularVelocity
 - physicsApplyAngularVelocityForce
 - physicsApplyDamping
 - physicsRayCast
 - physicsShapeCast
 - physicsGetElementType
 - physicsIsElement