Blitz3D+ Command Reference

PhysicsShapeFramePitch# ( shape )

Parameters

shape - live physics shape handle

Description

Returns the stored body-local authoring frame's pitch component.

Position components use metres; pitch/yaw/roll use radians and retain the authored values. Supported for spheres, boxes, hulls and meshes. Spheres report their centre and zero angles. Legacy PhysicsBodyBox remembers its centre; legacy hull/mesh constructors use an identity frame. Frame readback does not include baked source scale or vertex edits, and is not the body's world pose. Capsule and terrain arguments raise a runtime error; use capsule endpoints or local bounds instead.

This is read-only. Wrong-kind/stale handles and unsupported typed inspections raise runtime errors. Frame/dimension authoring metadata is wrapper state; native geometry effects are recorded, but physics replay does not reconstruct editable source entities.

Requires Extended mode.

See also: PhysicsShapeSphere, PhysicsShapeCapsule, PhysicsShapeBox, RefreshPhysicsHull, RefreshPhysicsMesh, PhysicsShapeRadius.

Example

; PhysicsShapeFramePitch 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)

; An empty pivot carries the body; a child mesh shows its collider
root=CreatePivot()
body=CreatePhysicsBody(world,root,PHYSICS_DYNAMIC)

; A box collider set 0.5 m to one side of the body's origin
tilt#=0
model=CreateCube(root)
ScaleEntity model,0.5,0.5,0.5
PositionEntity model,0.5,0,0
EntityColor model,255,120,70
shape=PhysicsBodyBox(body,1,1,1,1,0.5,0,0)
ResetPhysicsBody body,0,2,0,0,0,0

While Not KeyDown(1)

    ; Space tosses the body, R drops it again
    If KeyHit(57)
        PhysicsBodyImpulse body,0,5,0
        PhysicsBodyAngularImpulse body,0.5,0,0.5
    EndIf
    If KeyHit(19) Then ResetPhysicsBody body,0,2,0,0,0,0

    ; [ and ] tilt the box inside the body; roll is in radians for physics
    change=KeyHit(27)-KeyHit(26)
    If change<>0
        tilt=tilt+change*15
        PhysicsShapeBox shape,1,1,1,0.5,0,0,0,0,tilt*Pi/180
        RotateEntity model,0,0,tilt
    EndIf
    StepPhysics world,1.0/60.0,4

    ; 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   Space: toss   R: reset   [ / ]: tilt   Esc: exit"
    Text 0,20,"PhysicsShapeFramePitch(shape) = "+PhysicsShapeFramePitch(shape)
    Text 0,40,"(position "+PhysicsShapeFrameX(shape)+", "+PhysicsShapeFrameY(shape)+", "+PhysicsShapeFrameZ(shape)+"   angles "+PhysicsShapeFramePitch(shape)+", "+PhysicsShapeFrameYaw(shape)+", "+PhysicsShapeFrameRoll(shape)+")"

    Flip

Wend

FreePhysicsWorld world
End

Index