Static
settingsThe SETTINGS that apply to the physical world. Ranging from things like sleeping, collisionShapeThickness and others
Static
activeStatic
debugStatic
mainStatic
addAdd a new OIMO Joint/Constraint to the active instance, happens automatically when adding a FUDGE Joint Component
Static
addAdd a new OIMO Rigidbody to the active instance, happens automatically when adding a FUDGE Rigidbody Component.
Static
adjustAdjusts the transforms of the ComponentRigidbodys in the given branch to match their nodes or meshes
Static
changeCalled internally to inform the physics system that a joint has a change of core properties and needs to be recreated.
Static
cleanupStatic
connectStatic
distributeStatic
drawDraw information about the currently active instance using the ComponentCamera given
Optional
_mode: PHYSICS_DEBUGMODEStatic
getReturns all the ComponentRigidbodies that are known to the active instance.
Static
getStatic
raycastCast a RAY into the physical world from a origin point in a certain direction. Receiving informations about the hit object and the hit point. Do not specify a _group to raycast the whole world, else only bodies within the specific group can be hit.
Static
removeRemove the OIMO Joint/Constraint to the active instance, happens automatically when removing a FUDGE Joint Component
Static
removeRemove the OIMO Rigidbody to the active instance, happens automatically when removing a FUDGE Rigidbody Component
Static
setSet the applied gravitational force of the active instance. Default earth gravity = 9.81 m/s
Static
simulateSimulates the physical world. _deltaTime is the amount of time between physical steps in seconds. Default is Loop.timeFrameGame / 1000 to run in sync with the Loop. The maximum value is 1/30 of a second, to have more consistent frame calculations.
Manages the OIMO physics engine for FUDGE. Multiple instances may be created, one is active at a time. All methods are static and use the currently active instance. At startup, a default instance is created and become the active instance Attaching a ComponentRigidbody to a Node places a physics collider in the physics instance active at that time.
Author
Marko Fehrenbach, HFU 2020