SetPhysicsMode

Sets the entity physics mode.

Syntax

Parameters

Remarks

If you don't want an entity to use any physics at all, set the mass to 0 with Entity::SetMass().

When an entity uses character physics, the physics will control the object's rotation, and calls to Entity::SetRotation() and similar functions will have no effect.

Example

--Create a window
window = Window:Create()
context = Context:Create(window)
world = World:Create()

local camera = Camera:Create()
camera:SetRotation(35,0,0)
camera:Move(0,0,-5)

local light = DirectionalLight:Create()
light:SetRotation(35,35,0)

--Create the ground
local ground = Model:Box(10,1,10)
ground:SetPosition(0,0,-0.5)
ground:SetColor(0.0,1.0,0.0)

--Create a shape
local shape = Shape:Box(0,0,0, 0,0,0, 10,1,10)
ground:SetShape(shape)
shape:Release()

--Create a model
entity = Model:Box()
entity:SetColor(0.0,0.0,1.0)
entity:SetPosition(0,3,0)
entity:SetMass(1)

--Create a shape
shape = Shape:Box()
entity:SetShape(shape)
shape:Release()

while true do
if window:Closed() or window:KeyHit(Key.Escape) then return false end

Time:Update()
world:Update()
world:Render()

context:SetBlendMode(Blend.Alpha)
context:DrawText("Mass: "..entity:GetMass(),2,2)

context:Sync()
end