PhysicsBodyMode body,body_type

Parameters

body - live physics body handle

body_type - 0=static, 1=kinematic, 2=dynamic

Description

Changes body type: 0=static, 1=kinematic, 2=dynamic.

Keeps native pose, shapes, joints and tags, and synchronises the entity and interpolation history. Kinematic bodies follow entity target transforms on StepPhysics; dynamic bodies drive their entities. Triangle meshes and terrain require static mode and are rejected before mutation. Entering static mode clears velocity; leaving dynamic mode clears the bullet flag. Dynamic mode recomputes mass from shapes. Repeating the current mode has no effect.

Stale/wrong-kind handles and invalid numeric inputs cause runtime errors. Object ownership is unchanged by these controls.


See also: ResetPhysicsBody, PhysicsBodyActive, StepPhysics.

Example

; PhysicsBodyMode Example
; -----------------------

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

mode=PHYSICS_DYNAMIC

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 static (0), kinematic (1) and dynamic (2)
    If KeyHit(57)
        mode=(mode+1) Mod 3
        PhysicsBodyMode crate_body,mode
    EndIf

    ; A kinematic body follows its entity, so turn the entity
    If mode=1 Then TurnEntity crate,0,3,0

    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 mode   Esc: exit"
    Text 0,20,"PhysicsBodyMode crate_body,"+mode
    Text 0,40,"Static stays put, kinematic follows the entity, dynamic falls"

    Flip

Wend

FreePhysicsWorld world
End

Index