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 simulate
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