set
property, and save it. "apeBulletPhysicsPlugin"
in the "plugins"
attribute, and save it.RIGIDBODY
, which is responsible for positioning and orienting our geometry's node according to the laws of physics. We will discuss more detail about the RIGIDBODY
entity in the Features section, for now it's enough that we know, it exists.
The following code sample shows, how you can create RIGIDBODY
for a specific geometry, wich in that case is a box (GEOMETRY_BOX
).boxNode
, and immediately made a box geometry too. With this two entity, we have every necessary objects to make our rigid body. You can create it anyway, but it's not a big surprise that rigid bodies are only working properly if these two are attached to it.
After reading this, you must be capable of making rigid bodies for primitve objects. However we don't always want to play only with boxes and spheres, or cones, do we? So now we'll move onto creating something more interesting than that."physics"
property, and you're done with it. However you may noticed some other properties within the physics property. Those aren't necessary for creating the body, but we'll discuss them later in the Features section. Sometimes it occours that the user only wants a geometry without any physics properties attached to it. In that case just simply don't set any "physics"
property in the asset's config, and then Bullet doesn't get any request for making body for you.