PhysicsBodyLinearLocks ( body )
Parameters
| body - live physics body handle |
Description
|
Returns the configured linear motion-lock mask. Sets independent world-axis translation and rotation masks: X=1, Y=2, Z=4; combine by addition or Or. Zero unlocks all axes, seven locks all. Both masks must be in 0..7 and are validated together before mutation. Clears velocity on newly locked axes, including paused motion, and wakes enabled bodies. Native mass/inertia is recomputed when the all-rotation lock changes. Stale/wrong-kind handles and invalid numeric inputs cause runtime errors. Object ownership is unchanged by these controls. Requires Extended mode. See also: ResetPhysicsBody, PhysicsBodyActive, PhysicsBodyMode, StepPhysics. |
Example
; PhysicsBodyLinearLocks Example ; ------------------------------ ; Requires Extended mode. Graphics3D 640,480,0,2 SetBuffer BackBuffer() Const PHYSICS_STATIC=0 Const PHYSICS_DYNAMIC=2 camera=CreateCamera() PositionEntity camera,0,3,-7 RotateEntity camera,20,0,0 light=CreateLight() RotateEntity light,45,-30,0 AmbientLight 60,60,60 ; An independent Box3D world with standard gravity world=CreatePhysicsWorld() ; Blue static floor ground=CreateCube() ScaleEntity ground,6,0.5,6 PositionEntity ground,0,-0.5,0 EntityColor ground,80,160,255 ground_body=CreatePhysicsBody(world,ground,PHYSICS_STATIC) ground_shape=PhysicsBodyBox(ground_body,12,1,12) ; A green static ramp ramp=CreateCube() ScaleEntity ramp,3,0.2,1.5 RotateEntity ramp,0,0,-20 PositionEntity ramp,0,1,0 EntityColor ramp,120,200,140 ramp_body=CreatePhysicsBody(world,ramp,PHYSICS_STATIC) ramp_shape=PhysicsBodyBox(ramp_body,6,0.4,3) ; A crate dropped onto the top of the ramp crate=CreateCube() ScaleEntity crate,0.4,0.4,0.4 crate_body=CreatePhysicsBody(world,crate,PHYSICS_DYNAMIC) crate_shape=PhysicsBodyBox(crate_body,0.8,0.8,0.8) ResetPhysicsBody crate_body,-2,4,0,0,0,0.3 While Not KeyDown(1) ; R drops the crate again If KeyHit(19) Then ResetPhysicsBody crate_body,-2,4,0,0,0,0.3 ; Space cycles the locks: none, no turning, then straight down only If KeyHit(57) locks=(locks+1) Mod 3 If locks=0 Then PhysicsBodyMotionLocks crate_body,0,0 If locks=1 Then PhysicsBodyMotionLocks crate_body,0,7 If locks=2 Then PhysicsBodyMotionLocks crate_body,1+4,7 EndIf StepPhysics world,1.0/60.0,4 ; Orange while awake, grey once asleep If PhysicsBodyIsAwake(crate_body) EntityColor crate,255,120,70 Else EntityColor crate,150,150,150 EndIf ; Arrow keys move the camera If KeyDown(200) Then MoveEntity camera,0,0,0.1 If KeyDown(208) Then MoveEntity camera,0,0,-0.1 If KeyDown(203) Then TurnEntity camera,0,1,0 If KeyDown(205) Then TurnEntity camera,0,-1,0 RenderWorld Text 0,0,"Arrow keys: move camera R: drop again Space: change locks Esc: exit" Text 0,20,"PhysicsBodyLinearLocks(crate_body) = "+PhysicsBodyLinearLocks(crate_body) Text 0,40,"(linear "+PhysicsBodyLinearLocks(crate_body)+", angular "+PhysicsBodyAngularLocks(crate_body)+"; X=1, Y=2, Z=4)" Flip Wend FreePhysicsWorld world End
Index