| shape - live physics shape handle |
|
Returns the stored body-local authoring frame's x 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. See also: PhysicsShapeSphere, PhysicsShapeCapsule, PhysicsShapeBox, RefreshPhysicsHull, RefreshPhysicsMesh, PhysicsShapeRadius. |
; PhysicsShapeFrameX 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)
; 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,"PhysicsShapeFrameX(shape) = "+PhysicsShapeFrameX(shape)
Text 0,40,"(position "+PhysicsShapeFrameX(shape)+", "+PhysicsShapeFrameY(shape)+", "+PhysicsShapeFrameZ(shape)+" angles "+PhysicsShapeFramePitch(shape)+", "+PhysicsShapeFrameYaw(shape)+", "+PhysicsShapeFrameRoll(shape)+")"
Flip
Wend
FreePhysicsWorld world
End