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Rigid Body Bullet Physics engine
Andrea Catania edited this page Apr 8, 2021
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⚠️ 🔥 DISCLAIMER 🔥⚠️ This is a work in progress feature that was published to give the possibility to early test it. Any feedback / bug report is welcome but keep in mind that this is subject to changes according to the received feedbacks.
You can add physical properties to an Entity by using the component BtRigidBody
. It has some properties like:
- The Layer Identifies the object type.
- The Mask Identifies the objects it want to collide with.
- The Mass
- The Mode
- Dynamic: Physics simulation.
- Character: Like dynamic but can't rotate, (this is useful when you want to use a Rigid Body like a Character).
- Kinematic: You, are in charge of moving it. Useful to implement Characters.
- Static: Body that doesn't move.
To create a Rigid Body you need to create a new Entity and add the components:
- TransformComponent
- Rigid Body
- Rigid Shape
- Mesh (Used to visualize it)
In addition you need to set the Bullet Physics Systems, though first let's quickly read about Area.
➡️ Next chapter Area
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