Physics3D/Bodies/RigidBody.openplx
RigidBody
RigidBody is Physics3D.Bodies.Body: with Physics3D.Signals.LinearVelocity3DInputTrait with Physics3D.Signals.AngularVelocity3DInputTrait with Physics3D.Signals.LinearVelocity3DOutputTrait with Physics3D.Signals.AngularVelocity3DOutputTrait with Physics3D.Signals.Position3DOutputTrait with Physics3D.Signals.RPYOutputTrait .doc: """ By default, all bodies follow the laws of dynamics. To create exceptions, you must set the is_dynamic boolean attribute to false. When set to false, the body is considered kinematically controlled their motion is defined by explicit velocities specified in the kinematics attribute of the body. is_dynamic - indicates wheather the rigid body is dynamic. The rigid body is expected to be kinematically controlled if set to false. """ inertia becomes Physics3D.Bodies.Inertia kinematics becomes Physics3D.Bodies.RigidBodyKinematics is_dynamic is Bool: true linear_velocity_world_output is Physics3D.Signals.LinearVelocity3DOutput: source: this enabled: false angular_velocity_world_output is Physics3D.Signals.AngularVelocity3DOutput: source: this enabled: false linear_velocity_world_input is Physics3D.Signals.LinearVelocity3DInput: source: this angular_velocity_world_input is Physics3D.Signals.AngularVelocity3DInput: source: this position_output is Physics3D.Signals.Position3DOutput: source: this enabled: false rpy_output is Physics3D.Signals.RPYOutput: source: this enabled: false