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