Component
Physics
(NOTE) Controls an object's movement using joints. This allows creating a physics based character controller that reacts to physics (joints, forces, collisions, etc...). The motor controls relative velocity with respect to a target object frame.
Methods | Properties | Base Classes | Derived Classes |
---|---|---|---|
Constructor | Active | component | |
MoveInDirection | MaxMoveImpulse | ||
SetReferenceFrameToObject | |||
SetReferenceFrameToWorld |
Properties
Active : boolean
Should physics restrict the movement of this object?
var Active : Boolean
MaxMoveImpulse : real
What is the max impulse allowed for controlling movement.
var MaxMoveImpulse : Real
Methods
DynamicMotor : Void
constructor
Name Type Description function DynamicMotor()
MoveInDirection : Void
Attempts to move the body in the given direction. |Name|Type|Description| |---|---|---| |direction|real3| | |up|real3| |
function MoveInDirection(direction : Real3, up : Real3)
SetReferenceFrameToObject : Void
Compute the relative velocity with respect to a target object. Used to control movement on moving platforms. |Name|Type|Description| |---|---|---| |object|cog| |
function SetReferenceFrameToObject(object : Cog)
SetReferenceFrameToWorld : Void
Compute relative velocity with respect to the world. Used to signify that an absolute world speed is desired. |Name|Type|Description| |---|---|---|
function SetReferenceFrameToWorld()