Thus we also made the same three types in ApertusVR. However currently it's recommended to use only the static and dynamic types, and now we only focused on these two as well.
Static bodies has mass equal zero, and they're only movable by the user or an external controller (i.e. a plugin, as in the robot arm sample). Furthermore any other dynamic rigid body in the scene can collides with them, but can't push them. However dynamic bodies can bounce off from static bodies, and be pushed away by them. You can set your rigid body to static by the
setToStatic() member function, this function also sets your mass to 0.
In contrast, dynamic bodies has positive mass, and they can be pushed away by other bodies. You can set your rigid body to dynamic with the
setToDynamic(float mass) function. Notice, that you must grant a mass parameter! If it isn't a positive value, your body's mass will be setted to 1.0 automatically, so pay attention on that.
You can ask your rigid body about wich type it has currently with the
getRBType() function. That returns with a