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Physics
rust edited this page Mar 28, 2024
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Physics determines when one virtual object collides with another. It can be useful to prevent an object representing a virtual avatar from walking through a virtual wall.
Physics works by associating an extra invisible shape with a given Model. To appear realistic, the physics shape is sized to be roughly the same as the virtual model.
box := cene.AddModel("shd:pbr0", "msh:box0") // create model
box.SetScale(2, 2, 2).SetAt(lx, ly, lz) // scale model
box.AddToSimulation(vu.Box(2, 2, 2, vu.KinematicSim)) // add a physics body for the model
The vu engine currently supports spheres and boxes.
See the Collision Resolution example.