A physical body..
<a-scene physics="workerUrl:./oimoWorker.js; gravity:0 -5 0;">
<a-box body="type:dynamic" position="-1 2.5 -3" rotation="0 45 0" color="#4CC3D9"></a-box>
<a-sphere body="type:dynamic" position="0 2.25 -5" radius="1.25" color="#EF2D5E"></a-sphere>
<a-cylinder body="type:dynamic" position="1 2.75 -3" radius="0.5" height="1.5" color="#FFC65D"></a-cylinder>
<a-box body="type:static" position="0 0 -4" rotation="-90 0 0" width="4" height="4" depth="0.0625" color="#7BC8A4"></a-box>
<a-sphere body="type:kinematic" position="-4 1 -4" animation="property:position; to:4 1 -4; dir:alternate; loop:true; easing:linear; dur:10000;"></a-sphere>
<a-sky color="#ECECEC"></a-sky>
</a-scene>
Property | Description | Default |
---|---|---|
type | static , dynamic or kinematic |
dynamic |
mass | Mass of body | 1 |
friction | Friction of body | 0.3 |
restitution | Bounciness of body | 0.3 |
belongsTo | Bitmask of groups body belongs to | 1 |
collidesWith | Bitmask of groups body collides with | 1 |
emitsWith | Bitmask of groups body emits event when colliding with | 0 |
sleeping | Whether or not to start sleeping | false |
autoShape | Automatically add shape components |
true |
If autoShape
is true
, shape
components will be added to all applicable descendants (a-box
, a-sphere
and a-cylinder
).. If the body entity has no child nodes, shape
component will be added to the body entity itself..
Method | Description |
---|---|
eval(expression) | Evaluate an expression in the worker, where world and body refer to their native instances. |
commit() | Commit current position and orientation to the physics world. |
applyWorldImpulse(force, point) | Apply impulse to the body in world vectors. |
applyLocalImpulse(force, point) | Apply impulse to the body in local vectors. |
Note: the eval
method depends on the specific physics engine that the worker is based on..