Add RigidBody::set_enabled, RigidBody::is_enabled, RigidBodyBuilder::enabled to enable/disable a rigid-body
without having to delete it. Disabling a rigid-body attached to a multibody joint isn’t supported yet.
Add Collider::set_enabled, Collider::is_enabled, ColliderBuilder::enabled to enable/disable a collider
without having to delete it.
Add GenericJoint::set_enabled, GenericJoint::is_enabled to enable/disable a joint without having to delete it.
Disabling a multibody joint isn’t supported yet.
Add DynamicRayCastVehicleController, a vehicle controller based on ray-casting and dynamic rigid-bodies (mostly
a port of the vehicle controller from Bullet physics).
Add RigidBody::user_force and RigidBody::user_torque to read the forces or torques added by the user to a
dynamic rigid-body.
Add RigidBody::locked_axes to get the rigid-body axes that were locked by the user.
Modified
Add the QueryPipeline as an optional argument to PhysicsPipeline::step and CollisionPipeline::step. If this
argument is specified, then the query pipeline will be incrementally (i.e. more efficiently) update at the same time as
these other pipelines. In that case, calling QueryPipeline::update a PhysicsPipeline::step isn’t needed.
RigidBody::set_body_type now takes an extra boolean argument indicating if the rigid-body should be woken-up
(if it becomes dynamic).
RigidBody::mass_properties now also returns the world-space mass-properties of the rigid-body.
Fix
Fix bug resulting in rigid-bodies being awakened after they are created, even if they are created sleeping.
Added
RigidBody::set_enabled
,RigidBody::is_enabled
,RigidBodyBuilder::enabled
to enable/disable a rigid-body without having to delete it. Disabling a rigid-body attached to a multibody joint isn’t supported yet.Collider::set_enabled
,Collider::is_enabled
,ColliderBuilder::enabled
to enable/disable a collider without having to delete it.GenericJoint::set_enabled
,GenericJoint::is_enabled
to enable/disable a joint without having to delete it. Disabling a multibody joint isn’t supported yet.DynamicRayCastVehicleController
, a vehicle controller based on ray-casting and dynamic rigid-bodies (mostly a port of the vehicle controller from Bullet physics).RigidBody::user_force
andRigidBody::user_torque
to read the forces or torques added by the user to a dynamic rigid-body.RigidBody::locked_axes
to get the rigid-body axes that were locked by the user.Modified
QueryPipeline
as an optional argument toPhysicsPipeline::step
andCollisionPipeline::step
. If this argument is specified, then the query pipeline will be incrementally (i.e. more efficiently) update at the same time as these other pipelines. In that case, callingQueryPipeline::update
aPhysicsPipeline::step
isn’t needed.RigidBody::set_body_type
now takes an extra boolean argument indicating if the rigid-body should be woken-up (if it becomes dynamic).RigidBody::mass_properties
now also returns the world-space mass-properties of the rigid-body.Fix