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− | Essai
| + | A body holds the physical properties (mass, position, rotation, velocity, etc.) of an object. It does not have a [[#Shape|shape]] until you attach one (or more) to it. |
| + | Its type is TI.cpBody. |
| | | |
| + | |
| + | ===== Body ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | body = physics.Body(mass, inertia) |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | mass |
| + | | '''in''' number |
| + | | Mass of the body |
| + | |- |
| + | | inertia |
| + | | '''in''' number |
| + | | The inertia of the body |
| + | |- |
| + | | body |
| + | | '''out''' physics.Body |
| + | | A new Body with the supplied mass and inertia |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Returns a new Body with the given mass and moment of inertia. |
| + | |
| + | Use the [[#inertia|provided helper functions]] to compute the moment of inertia. |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== activate ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | self = physics.Body:activate() |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | self |
| + | | '''out''' physics.Body |
| + | | The input Body is returned as the output |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Activates a sleeping body. |
| + | {| width="100%" style="padding: 20px; margin-left:20px; border:solid; border-color:#aaa; border-width:0px; text-align:left; background-color:#D8E4F1;" |
| + | |- |
| + | | <span style="color:#0000AA">'''INFO'''</span><hr> |
| + | |- |
| + | |
| + | <div style="white-space: pre"> |
| + | |
| + | See [[http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/ http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/]] for an explanation of this routine. |
| + | |
| + | </div> |
| + | |} |
| + | <br/> |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== angle ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | angle = physics.Body:angle() |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | angle |
| + | | '''out''' number |
| + | | The angle of the Body in radians |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Returns the angle in radians of the orientation of the body. |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== angVel ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | avel = physics.Body:angVel() |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | avel |
| + | | '''out''' number |
| + | | The angular velocity of the Body in radians per unit time |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Returns the angular velocity of the body in radians per unit time. |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== applyForce ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | self = physics.Body:applyForce(forceVect, rOffset) |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | forceVect |
| + | | '''in''' physics.Vect |
| + | | A force vector |
| + | |- |
| + | | rOffset |
| + | | '''in''' physics.Vect |
| + | | Vector offset of the force relative to the Body |
| + | |- |
| + | | self |
| + | | '''out''' physics.Body |
| + | | The input Body is returned as the output |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Apply force [[#vector|vector]] on ''self'' at a relative offset from the center of gravity. |
| + | |
| + | Introducted in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== applyImpulse ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | self = physics.Body:applyImpulse(impulseVect, rOffset) |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | impulseVect |
| + | | '''in''' physics.Vect |
| + | | Impulse force on the Body |
| + | |- |
| + | | rOffset |
| + | | '''in''' physics.Vect |
| + | | Vector offset of the force relative to the Body |
| + | |- |
| + | | self |
| + | | '''out''' physics.Body |
| + | | The input Body is returned as the output |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Apply the impulse [[#vector|vector]] to ''self'' at a relative offset from the center of gravity. |
| + | |
| + | Introducted in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== data ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | obj = physics.Body:data() |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | obj |
| + | | '''out''' Lua object |
| + | | An object previously set on the Body by the programmer |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Returns the contents of the programmer data field of the Body. |
| + | |
| + | Introducted in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== force ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | fvec = physics.Body:force() |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | fvec |
| + | | '''out''' physics.Vect |
| + | | The force vector on the Body |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Returns the force [[#vector|vector]] on the body. |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== isRogue ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | bool = physics.Body:isRogue() |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | bool |
| + | | '''out''' boolean |
| + | | True if the Body is a rogue Body |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Returns true if the Body is a rogue Body, never having been added to the simulation [[#Space|Space]]. |
| + | {| width="100%" style="padding: 20px; margin-left:20px; border:solid; border-color:#aaa; border-width:0px; text-align:left; background-color:#D8E4F1;" |
| + | |- |
| + | | <span style="color:#0000AA">'''INFO'''</span><hr> |
| + | |- |
| + | |
| + | <div style="white-space: pre"> |
| + | |
| + | See [[http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/ http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/]] for an explanation of rogue bodies. |
| + | |
| + | </div> |
| + | |} |
| + | <br/> |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== isSleeping ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | bool = physics.Body:isSleeping() |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | bool |
| + | | '''out''' boolean |
| + | | True if the Body is sleeping |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Returns true if the body is sleeping. |
| + | {| width="100%" style="padding: 20px; margin-left:20px; border:solid; border-color:#aaa; border-width:0px; text-align:left; background-color:#D8E4F1;" |
| + | |- |
| + | | <span style="color:#0000AA">'''INFO'''</span><hr> |
| + | |- |
| + | |
| + | <div style="white-space: pre"> |
| + | |
| + | See [[http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/ http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/]] for an explanation of sleeping bodies. |
| + | |
| + | </div> |
| + | |} |
| + | <br/> |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== local2World ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | wvec = physics.Body:local2World(lvec) |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | lvec |
| + | | '''in''' physics.Vect |
| + | | A vector relative to the position of the Body |
| + | |- |
| + | | wvec |
| + | | '''out''' physics.Vect |
| + | | A vector in world coordinates |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Converts ''lvec'' from body-relative coordinates to world coordinates. Returns the converted [[#vector|vector]]. |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== kineticEnergy ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | ke = physics.Body:kineticEnergy() |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | ke |
| + | | '''out''' number |
| + | | The total kinetic energy of the Body |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Returns the kinetic energy of the body. |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== mass ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | m = physics.Body:mass() |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | m |
| + | | '''out''' number |
| + | | The mass of the Body |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Returns the mass of the body. |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== moment ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | m = physics.Body:moment() |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | m |
| + | | '''out''' number |
| + | | The moment of inertia of the Body |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Returns the moment of inertia of the body. |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== pos ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | p = physics.Body:pos() |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | p |
| + | | '''out''' physics.Vect |
| + | | The position of the Body |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Returns the [[#vector|vector]] position of the body. |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== resetForces ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | self = physics.Body:resetForces() |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | self |
| + | | '''out''' physics.Body |
| + | | The input Body is returned as the output |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Zero both the force and torque accumulated on ''self''. |
| + | |
| + | Introducted in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== rot ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | rvec = physics.Body:rot() |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | rvec |
| + | | '''out''' physics.Vect |
| + | | The unit vector orientation of the Body |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Returns the [[#vector|vector]] orientation of the body. This is a unit vector cached from the last calculated angle of the Body. |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== setAngle ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | self = physics.Body:setAngle(angle) |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | angle |
| + | | '''in''' number |
| + | | The angle of rotation in radians of the Body |
| + | |- |
| + | | self |
| + | | '''out''' physics.Body |
| + | | The input Body is returned as the output |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Updates the angle of rotation in radians of the body. |
| + | |
| + | Returns the Body. |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== setAngVel ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | self = physics.Body:setAngVel(vel) |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | vel |
| + | | '''in''' number |
| + | | The angular velocity in radians per unit time of the Body |
| + | |- |
| + | | self |
| + | | '''out''' physics.Body |
| + | | The input Body is returned as the output |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Updates the angular velocity of the body. The angular velocity is in radians per unit time. |
| + | |
| + | Returns the Body. |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== setData ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | self = physics.Body:setData(value) |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | value |
| + | | '''in''' object |
| + | | A programmer-supplied Lua object |
| + | |- |
| + | | self |
| + | | '''out''' physics.Body |
| + | | The input Body is returned as the output |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Sets the programmer data field of the Body. The programmer can store any Lua object in this field. This is a handy place to store a reference to a simulation object. |
| + | |
| + | Returns the Body. |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== setForce ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | self = physics.Body:setForce(vector) |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | vector |
| + | | '''in''' physics.Vect |
| + | | The vector of force on the Body |
| + | |- |
| + | | self |
| + | | '''out''' physics.Body |
| + | | The input Body is returned as the output |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Updates the force [[#vector|vector]] on the body. |
| + | |
| + | Returns the Body. |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== setMass ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | self = physics.Body:setMass(mass) |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | mass |
| + | | '''in''' number |
| + | | The mass of the Body |
| + | |- |
| + | | self |
| + | | '''out''' physics.Body |
| + | | The input Body is returned as the output |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Updates the mass of the body. |
| + | |
| + | Returns the Body. |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== setMoment ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | self = physics.Body:setMoment(moment) |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | moment |
| + | | '''in''' number |
| + | | The moment of inertia of the Body |
| + | |- |
| + | | self |
| + | | '''out''' physics.Body |
| + | | The input Body is returned as the output |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Updates the moment of inertia of the body. |
| + | |
| + | Use the [[#inertia|provided helper functions]] to compute the moment of inertia. |
| + | |
| + | Returns the Body. |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== setPos ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | self = physics.Body:setPos(vector) |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | vector |
| + | | '''in''' physics.Vect |
| + | | The position of the Body |
| + | |- |
| + | | self |
| + | | '''out''' physics.Body |
| + | | The input Body is returned as the output |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Updates the position of the body. |
| + | |
| + | Returns the Body. |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== setPositionFunc ===== |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd">self = physics.Body:setPositionFunc(func) |
| + | </pre><!-- code end--> |
| + | <!-- table start --> |
| + | |
| + | {| border="1" width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | |- |
| + | ! Parameter |
| + | ! Type |
| + | ! Description <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | func |
| + | | '''in''' function(body, dt) |
| + | | A callback function that updates the position of the Body on each time step |
| + | |- |
| + | | self |
| + | | '''out''' physics.Body |
| + | | The input Body is returned as the output |
| + | |} |
| + | <!-- table end --> |
| + | <br> Sets the position function of the body. The position function must be a function that accepts a Body and a time step value and at some point calls body:updatePosition to update the position of the body. |
| + | |
| + | Returns the Body. |
| + | |
| + | |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | |
| + | ===== setTorque ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | self = physics.Body:setTorque(torque) |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | torque |
| + | | '''in''' number |
| + | | The torque of the Body |
| + | |- |
| + | | self |
| + | | '''out''' physics.Body |
| + | | The input Body is returned as the output |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Updates the torque on the body. Torque is a numeric magnitude. |
| + | |
| + | Returns the Body. |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== setVel ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | self = physics.Body:setVel(vector) |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | vector |
| + | | '''in''' physics.Vect |
| + | | The velocity vector of the Body |
| + | |- |
| + | | self |
| + | | '''out''' physics.Body |
| + | | The input Body is returned as the output |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Updates the velocity of the body. |
| + | |
| + | Returns the Body. |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== setVelocityFunc ===== |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd">self = physics.Body:setVelocityFunc(func) |
| + | </pre><!-- code end--> |
| + | <!-- table start --> |
| + | |
| + | {| border="1" width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | |- |
| + | ! Parameter |
| + | ! Type |
| + | ! Description <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | func |
| + | | '''in''' function(body, grav, damping, dt) |
| + | | A callback function that updates the velocity of the Body on each time step |
| + | |- |
| + | | self |
| + | | '''out''' physics.Body |
| + | | The input Body is returned as the output |
| + | |} |
| + | <!-- table end --> |
| + | <br> Sets the velocity function of the body. The velocity function must be a function that accepts a Body, a gravity [[#vector|vector]], a numeric damping factor, and a time step value. The function should call body:updateVelocity to adjust the velocity of the body. |
| + | |
| + | Returns the Body. |
| + | |
| + | {| width="100%" style="padding: 20px; margin-left:20px; border:solid; border-color:#aaa; border-width:0px; text-align:left; background-color:#ddffdd;" |
| + | |- |
| + | | |
| + | <span style="color:#00AA00">'''TIP''':</span> '''Example''' |
| + | |
| + | <br>function sampleVelocityFunc(body, gravity, damping, dt)<br>local pos = body:pos()<br>local sqdist = pos:lengthsq()<br>local g = pos:mult(-GravityStrength / (sqdist * math.sqrt(sqdist)))<br>body:updateVelocity(g, damping, dt)<br>end |
| + | |
| + | body:setVelocityFunc(sampleVelocityFunc)<br><br> |
| + | |
| + | ---- |
| + | |
| + | |} |
| + | |
| + | <br> |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | |
| + | ===== setVLimit ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | self = physics.Body:setVLimit(limit) |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | limit |
| + | | '''in''' number |
| + | | The maximum speed of the Body |
| + | |- |
| + | | self |
| + | | '''out''' physics.Body |
| + | | The input Body is returned as the output |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Sets the limit for the maximum speed of the body. |
| + | |
| + | Returns the Body. |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== setWLimit ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | self = physics.Body:setWLimit(limit) |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | limit |
| + | | '''in''' number |
| + | | The maximum angular velocity of the Body |
| + | |- |
| + | | self |
| + | | '''out''' physics.Body |
| + | | The input Body is returned as the output |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Updates the limit of the angular velocity of the body. Angular velocity is in radians per unit time. |
| + | |
| + | Returns the Body. |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== sleep ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | self = physics.Body:sleep() |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | self |
| + | | '''out''' physics.Body |
| + | | The input Body is returned as the output |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Puts the body to sleep. |
| + | {| width="100%" style="padding: 20px; margin-left:20px; border:solid; border-color:#aaa; border-width:0px; text-align:left; background-color:#D8E4F1;" |
| + | |- |
| + | | <span style="color:#0000AA">'''INFO'''</span><hr> |
| + | |- |
| + | |
| + | <div style="white-space: pre"> |
| + | |
| + | See [[http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/ http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/]] for an explanation of sleeping bodies. |
| + | |
| + | </div> |
| + | |} |
| + | <br/> |
| + | {| width="100%" style="padding: 20px; margin-left:20px; border:solid; border-color:#aaa; border-width:0px; text-align:left; background-color:#FFFFCE;" |
| + | |- |
| + | | <span style="color:#AAAA00">'''NOTE''':</span> '''NOTES'''<hr> |
| + | |- |
| + | |
| + | <div style="white-space: pre"> |
| + | The body must be added to a [[#Space|Space]] before it can be put to sleep. |
| + | |
| + | Calling this function within a query or callback is not allowed. |
| + | </div> |
| + | |} |
| + | <br/> |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== sleepWithGroup ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | self = physics.Body:sleepWithGroup( [group] ) |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | group |
| + | | '''in''' physics.Body |
| + | | A sleeping body. If this parameter is not supplied, a new group is created |
| + | |- |
| + | | self |
| + | | '''out''' physics.Body |
| + | | The input Body is returned as the output |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Puts the Body to sleep and adds it to a group of other sleeping bodies. |
| + | {| width="100%" style="padding: 20px; margin-left:20px; border:solid; border-color:#aaa; border-width:0px; text-align:left; background-color:#D8E4F1;" |
| + | |- |
| + | | <span style="color:#0000AA">'''INFO'''</span><hr> |
| + | |- |
| + | |
| + | <div style="white-space: pre"> |
| + | |
| + | See [[http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/ http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/]] for an explanation of this routine. |
| + | |
| + | </div> |
| + | |} |
| + | <br/> |
| + | {| width="100%" style="padding: 20px; margin-left:20px; border:solid; border-color:#aaa; border-width:0px; text-align:left; background-color:#FFFFCE;" |
| + | |- |
| + | | <span style="color:#AAAA00">'''NOTE''':</span> '''NOTE'''<hr> |
| + | |- |
| + | |
| + | <div style="white-space: pre"> |
| + | The body must be added to a [[#Space|Space]] before it can be put to sleep. |
| + | |
| + | Calling this function within a query or callback is not allowed. |
| + | </div> |
| + | |} |
| + | <br/> |
| + | |
| + | This routine will raise an exception if ''group'' is not sleeping. |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== torque ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | t = physics.Body:torque() |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | torque |
| + | | '''out''' number |
| + | | The torque on the Body |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Returns the torque on the body. |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== updatePosition ===== |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | physics.Body:updatePosition(dt) |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | dt |
| + | | '''in''' number |
| + | | The time interval in seconds |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Updates the position of the body using Euler integration. |
| + | {| width="100%" style="padding: 20px; margin-left:20px; border:solid; border-color:#aaa; border-width:0px; text-align:left; background-color:#D8E4F1;" |
| + | |- |
| + | | <span style="color:#0000AA">'''INFO'''</span><hr> |
| + | |- |
| + | |
| + | <div style="white-space: pre"> |
| + | |
| + | See [[http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/ http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/]] for an explanation of this routine. |
| + | |
| + | </div> |
| + | |} |
| + | <br/> |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== updateVelocity ===== |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | physics.Body:updateVelocity(grav, damp, dt) |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | grav |
| + | | '''in''' physics.Vect |
| + | | The force of gravity |
| + | |- |
| + | | damp |
| + | | '''in''' physics.Vect |
| + | | The damping factor |
| + | |- |
| + | | dt |
| + | | '''in''' physics.Vect |
| + | | The time interval in seconds |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Updates the velocity of the body using Euler integration. |
| + | {| width="100%" style="padding: 20px; margin-left:20px; border:solid; border-color:#aaa; border-width:0px; text-align:left; background-color:#D8E4F1;" |
| + | |- |
| + | | <span style="color:#0000AA">'''INFO'''</span><hr> |
| + | |- |
| + | |
| + | <div style="white-space: pre"> |
| + | |
| + | See [[http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/ http://files.slembcke.net/chipmunk/release/Chipmunk-5.x/Chipmunk-5.3.4-Docs/]] for an explanation of this routine. |
| + | |
| + | </div> |
| + | |} |
| + | <br/> |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== vel ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | vvel = physics.Body:vel() |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | vvel |
| + | | '''out''' physics.Vect |
| + | | The velocity of the Body |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Returns the [[#vector|vector]] velocity of the body. |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== vLimit ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | vmax = physics.Body:vLimit() |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | vmax |
| + | | '''out''' number |
| + | | The maximum speed of the Body |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Returns the speed limit of the body. |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== wLimit ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | wmax = physics.Body:wLimit() |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | wmax |
| + | | '''out''' number |
| + | | The maximum angular velocity of the Body in radians per unit time |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Returns the angular velocity limit of the body. The angular velocity is in radians per unit time. |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| + | |
| + | ---- |
| + | ===== world2Local ===== |
| + | |
| + | |
| + | <!-- code start--> |
| + | <pre style="margin-left:20px; font-size:1.4em; background-color:#fdfdfd"> |
| + | lvec = physics.Body:world2Local(wvec) |
| + | </pre><!-- code end--> |
| + | |
| + | |
| + | <!-- table start --> |
| + | {| border=1 width="100%" cellspacing="0" cellpadding="4" style="border-color:#eee" class="wikitable" |
| + | <!-- header row start --> |
| + | ! Parameter !! Type !! Description |
| + | <!-- header row end --> |
| + | |- |
| + | | self |
| + | | '''in''' physics.Body |
| + | | The input Body |
| + | |- |
| + | | wvec |
| + | | '''in''' physics.Vect |
| + | | A vector in world coordinates |
| + | |- |
| + | | lvec |
| + | | '''out''' physics.Vect |
| + | | A vector relative to the position of the Body |
| + | |}<!-- table end --> |
| + | |
| + | <br/> |
| + | Converts ''wvec'' from world coordinates to body-relative coordinates. Returns the converted [[#vector|vector]]. |
| + | |
| + | Introduced in platform.apiLevel = '2.0' |
| | | |
| | | |
| [[Category:Physics_Engine]] | | [[Category:Physics_Engine]] |