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world - world handle enabled - True to capture events, False to disable |
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Enables/disables copied body movement/sleep event capture for a world. Disabled by default. Changing the setting clears the current batch and releases its buffer; setting the existing value leaves the batch intact. Enabling starts capture on the next StepPhysics. Storage is reserved for at most the world's body count before stepping; allocation failure reports an error without advancing physics. Body event capture is opt-in per world. The copied batch is replaced after each StepPhysics; it is independent of held query snapshots. Awake dynamic and kinematic bodies can emit entries, including zero-motion awake bodies; static bodies do not. A fell-asleep entry marks that transition, and sleeping bodies normally leave the stream. Entries are sorted by wrapper body handle, not creation order. Tags and final native world poses are copied after continuous-collision correction; after deletion live body/entity getters return zero. Event indices belong to one step. A kinematic native pose can differ from its authored entity target while integration approaches it. Invalid/stale/wrong-kind handles, invalid indices or unavailable payload fields raise runtime errors. See also: QueryPhysicsBodyContacts, QueryPhysicsShapeContacts, QueryPhysicsSensor, CountPhysicsQueryManifolds. |
; PhysicsBodyEvents Example
; -------------------------
Graphics3D 640,480,0,2
SetBuffer BackBuffer()
Const PHYSICS_STATIC=0
Const PHYSICS_DYNAMIC=2
Const CRATE_COUNT=12
SeedRnd MilliSecs()
camera=CreateCamera()
PositionEntity camera,0,6,-12
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 pile of crates, dropped from random heights
Dim crates(CRATE_COUNT)
Dim crate_bodies(CRATE_COUNT)
For i=1 To CRATE_COUNT
crates(i)=CreateCube()
ScaleEntity crates(i),0.5,0.5,0.5
crate_bodies(i)=CreatePhysicsBody(world,crates(i),PHYSICS_DYNAMIC)
crate_shape=PhysicsBodyBox(crate_bodies(i),1,1,1)
Next
DropPile()
; Copy body movement and sleep events after every step
PhysicsBodyEvents world,True
events=True
While Not KeyDown(1)
; R drops the pile again
If KeyHit(19) Then DropPile()
If KeyHit(57)
events=Not events
PhysicsBodyEvents world,events
EndIf
StepPhysics world,1.0/60.0,4
; Orange crates are awake, grey crates are asleep
For i=1 To CRATE_COUNT
If PhysicsBodyIsAwake(crate_bodies(i))
EntityColor crates(i),255,120,70
Else
EntityColor crates(i),150,150,150
EndIf
Next
; 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: switch events Esc: exit"
Text 0,20,"PhysicsBodyEvents world,"+events
Text 0,40,"Body events from the last step: "+CountPhysicsBodyEvents(world)
Flip
Wend
FreePhysicsWorld world
End
Function DropPile()
For i=1 To CRATE_COUNT
ResetPhysicsBody crate_bodies(i),Rnd(-1.5,1.5),2+i*0.8,Rnd(-1.5,1.5),0,Rnd(Pi),0
Next
End Function