DynamicRigidBody QML Type
Dynamic rigid body. More...
|Import Statement:||import QtQuick3DPhysics|
- angularVelocity : vector3d
- axisLockAngularX : bool
- axisLockAngularY : bool
- axisLockAngularZ : bool
- axisLockLinearX : bool
- axisLockLinearY : bool
- axisLockLinearZ : bool
- centerOfMassPosition : vector3d
- centerOfMassRotation : quaternion
- density : float
- gravityEnabled : bool
- inertiaMatrix : list<float>
- inertiaTensor : vector3d
- isKinematic : bool
- linearVelocity : vector3d
- mass : float
- massMode : MassMode
- applyCentralForce(vector3d force)
- applyCentralImpulse(vector3d impulse)
- applyForce(vector3d force, vector3d position)
- applyImpulse(vector3d impulse, vector3d position)
- applyTorque(vector3d torque)
- applyTorqueImpulse(vector3d impulse)
- reset(vector3d position, vector3d eulerRotation)
This is the dynamic rigid body. A dynamic rigid body is an object that is part of the physics scene and behaves like a physical object with mass and velocity. Note that triangle mesh, heightfield and plane geometry shapes are only allowed as collision shapes when isKinematic is
angularVelocity : vector3d
This property defines the angular velocity of the body.
axisLockAngularX : bool
This property locks the angular velocity of the body along the X-axis.
axisLockAngularY : bool
This property locks the angular velocity of the body along the Y-axis.
axisLockAngularZ : bool
This property locks the angular velocity of the body along the Z-axis.
axisLockLinearX : bool
This property locks the linear velocity of the body along the X-axis.
axisLockLinearY : bool
This property locks the linear velocity of the body along the Y-axis.
axisLockLinearZ : bool
This property locks the linear velocity of the body along the Z-axis.
centerOfMassPosition : vector3d
centerOfMassRotation : quaternion
density : float
gravityEnabled : bool
This property defines whether the object is going to be affected by gravity or not.
inertiaMatrix : list<float>
inertiaTensor : vector3d
Defines the inertia tensor vector, using a parameter specified in mass space coordinates.
This is the diagonal vector of a 3x3 diagonal matrix, if you have a non diagonal world/actor space inertia tensor then you should use inertiaMatrix instead.
The inertia tensor components must be positive and a value of 0 in any component is interpreted as infinite inertia along that axis. Note that this is only used when massMode is set to
Default value is (1, 1, 1).
isKinematic : bool
This property defines whether the object is kinematic or not. A kinematic object does not get influenced by external forces and can be seen as an object of infinite mass. If this property is set then in every simulation frame the physical object will be moved to its target position regardless of external forces.
linearVelocity : vector3d
This property defines the linear velocity of the body.
mass : float
massMode : MassMode
This property holds the enum which describes how mass and inertia are calculated for this body.
DynamicRigidBody.Density is used.
|Use the specified density to calculate mass and inertia assuming a uniform density. If density is non-positive then the defaultDensity property in DynamicsWorld is used.|
|Use the specified mass to calculate inertia assuming a uniform density.|
|Use the specified mass value and inertia tensor.|
|Use the specified mass value and calculate inertia from the specified inertia matrix.|
Applies a force on the center of the body.
Applies an impulse on the center of the body.
Applies a torque on the body.
Applies a torque impulse on the body.
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