A component with 3D physics, you can add a rigid body to it, and then add this component to a node, the node will move and rotate with this rigid body. More...
Inherits Component.
Public Member Functions | |
virtual | ~Physics3DComponent () |
destructor | |
virtual bool | init () override |
initialize | |
void | setPhysics3DObject (Physics3DObject *physicsObj) |
set Physics object to the component the physics object that will be seted | |
Physics3DObject * | getPhysics3DObject () const |
get physics object the physics object | |
virtual void | setEnabled (bool b) override |
set it enable or not set ture to enable this component reverse otherwise | |
void | addToPhysicsWorld (Physics3DWorld *world) |
add this component to physics world, called by scene the physics world which this component will be added | |
void | setTransformInPhysics (const cocos2d::Vec3 &translateInPhysics, const cocos2d::Quaternion &rotInPhsyics) |
The translation in physics object space the transfrom in physics object space the quaternion in physics object space. | |
void | setSyncFlag (PhysicsSyncFlag syncFlag) |
synchronization between node and physics is time consuming, you can skip some synchronization using this function the synchroniztion of component | |
void | syncNodeToPhysics () |
align node and physics according to physics object | |
void | syncPhysicsToNode () |
align node and physics according to node | |
Static Public Member Functions | |
static Physics3DComponent * | create (Physics3DObject *physicsObj, const cocos2d::Vec3 &translateInPhysics=cocos2d::Vec3::ZERO, const cocos2d::Quaternion &rotInPhsyics=cocos2d::Quaternion::ZERO) |
create Physics3DComponent pointer to a Physics object contain in the component offset that the owner node in the physics object's space offset rotation that the owner node in the physics object's space created Physics3DComponent | |
local | create ( local physicsObj, local ZERO, local ZERO) |
create Physics3DComponent pointer to a Physics object contain in the component offset that the owner node in the physics object's space offset rotation that the owner node in the physics object's space created Physics3DComponent | |
static std::string & | getPhysics3DComponentName () |
get the component name, it is used to find whether it is Physics3DComponent the name of component name | |
local | getPhysics3DComponentName () |
get the component name, it is used to find whether it is Physics3DComponent the name of component name | |
A component with 3D physics, you can add a rigid body to it, and then add this component to a node, the node will move and rotate with this rigid body.