Closed lo-th closed 6 months ago
You can't do it on the body directly but you can by using the body interface:
https://jrouwe.github.io/JoltPhysics/class_body_interface.html#a2171a36d0ff2b98c019ed4b0bcb0db39
So something like:
this.bodyInterface.SetGravityFactor(BodyId, 3);
It's been a hard habit to break for me but I'm learning that with Jolt many methods aren't on the object directly but managed through interfaces/systems/managers.
ok thanks, i see but is seems is not exposed in js version
There's also MotionProperties::SetGravityFactor
(so body.GetMotionProperties().SetGravityFactor(...)
). I've exposed both functions in the js version now (but you need to compile it yourself since I didn't create a release).
It's been a hard habit to break for me but I'm learning that with Jolt many methods aren't on the object directly but managed through interfaces/systems/managers.
Most of the functions on BodyInterface
are convenience functions that will take a lock on the body and call a function, in this case they just mirror the function on Body
or MotionProperties
. Some of them (e.g. setting positions) are only available through the BodyInterface
as the managing systems also need to be made aware that changes happened.
Hi i need change gravity of one object in simulation.
is possible on BodyCreationSettings with bcs.mGravityFactor = 0.5;
but after creation of body is not possible to change gravityfactor