[BodyTemplate] PartList = BodyPartTemplate1#BodyPartTemplate2#... AllowGroundSliding = <bool> AngularDamping = <float> CustomGravity = <vector> Dynamic = <bool> FixedRotation = <bool> HighSpeed = <bool> Inertia = <float> LinearDamping = <float> Mass = <float>
[BodyPartSphereTemplate] Type = sphere Center = <vector> | full Radius = <float> | full CheckMask = <16b flags> SelfFlags = <16b flags> Density = <float> Friction = <float> Restitution = <float> Solid = <bool>
[BodyPartBoxTemplate] Type = box TopLeft = <vector> | full BottomRight = <vector> | full CheckMask = <16b flags> SelfFlags = <16b flags> Density = <float> Friction = <float> Restitution = <float> Solid = <bool>
[BodyPartMeshTemplate] Type = mesh VertexList = <vector>#<vector>#... CheckMask = <16b flags> SelfFlags = <16b flags> Density = <float> Friction = <float> Restitution = <float> Solid = <bool>
Here's a list of the available properties for an
PartList: List of all the parts that will compose a body. There's no limit on the number of parts that can be defined for a single body. This property needs to be defined if you want it to collide with other bodies.
AllowGroundSliding: If set to false on a dynamic object, it will prevent it from sliding on static slopes of more than 45°. This only works with a vertical top-down gravity. By default its value is
AngularDamping: Damping of angular velocity for this body. By default its value is 0.0, which means no damping.
CustomGravity: Defines a gravity vector to use for this body instead of the world's one. By default it doesn't exist, which means world's gravity will be used for this body.
Dynamic: Defines if this body should be dynamic or static. If your object is expected to move, this property should be set to
true. Static bodies can't collide with other static bodies. By default, its value is
FixedRotation: Defines if your dynamic object is allowed to rotate as a result of collision forces. By default its value is
falsewhich means it can rotate freely.
HighSpeed: For high velocity objects (like bullets), this property should be set to
trueto avoid collision errors. However, every object flagged as
HighSpeedwill cost more when processed by the physics engine. By default its value is
Inertia: Defines an inertia value for this body. By default its value is 0.0.
LinearDamping: Damping of speed (linear velocity) for this body. By default its value is 0.0, which means no damping.
Mass: Defines a mass, in kg, for this body. If parts are defined, the mass will be overridden by an automatically calculated value based of parts' sizes and positions.
Here's a list of the available properties for all types of body parts:
Type: Defines the type of the body part. Available types are
mesh(ie. convex polygon). This property needs to be defined.
CheckMask/SelfFlags: Both properties are flags expressed on 16bits. The
SelfFlagsdefines this part identity whereas the
CheckMaskdefines which parts are allowed to collide with it. For a collision to happen between two parts the expressions (Part1.CheckMask & Part2.SelfFlags) and (Part2.CheckMask & Part1.SelfFlags) have both to evaluate to
true. NB: Two parts of the same body won't collide whichever
CheckMask/SelfFlagsthey have. 1)
Density: Defines the density of this part. Its default value is 0.0, which means it doesn't have any influence on the body's mass.
Friction/Restitution: Define the friction and restitution of this part, usually between 0.0 and 1.0. 2) By default both their values are 0.0. Restitution is how much “Bounce” an object has.
Solid: Defines if this part is solid or not. Only solid parts will trigger a reaction on their body when colliding with others. By default its value is
falsewhich means the collision info will be signaled through events, but the physics simulation of this body won't be automatically affected by it.
Here's a list of the available properties only available to sphere parts:
Center: Defines the center of the sphere (in 2D it's a circle, of course) in the parent's space (ie. in object's space). By default its value is
fullwhich means the center will match the object's one (ie. the center of its current graphic).
Here's a list of the available properties only available to box parts:
TopLeft/BottomRight: Define the extrema of the box (in 2D it's a rectangle, of course) in the parent's space (ie. in object's space). By default their values are
BottomRightwill match the full rectangle defined by the parent object's current graphic. You can find an example in the physics tutorial.
Here's a list of the available properties only available to mesh 4) parts:
The settings on this page reflect the stable / downloadable version of Orx. For up to the minute config information for the Development version of Orx, check the latest published on bitbucket at:
Additionally these files can be found under your orx source tree in the bin folder.