rigidBody [-active] [-angularVelocity] [-applyForceAt string] [-bounciness float] [-cache boolean] [-centerOfMass float float float] [-collisions boolean] [-contactCount] [-contactName] [-contactPosition] [-damping float] [-deleteCache] [-dynamicFriction float] [-force] [-ignore boolean] [-impulse float float float] [-impulsePosition float float float] [-initialAngularVelocity float float float] [-initialVelocity float float float] [-layer int] [-lockCenterOfMass boolean] [-mass float] [-name string] [-orientation float float float] [-particleCollision boolean] [-passive] [-position float float float] [-solver string] [-spinImpulse float float float] [-standInObject string] [-staticFriction float] [-tesselationFactor int] [-velocity]
rigidBody は 「元に戻す」が可能、「照会」が可能、「編集」が可能 です。
ポリゴン サーフェスか NURBS サーフェスからリジッド ボディを作成します。string | 新しいリジッド ボディの名前。 |
戻り値の型は照会モードでは照会フラグが基になります。
ロング ネーム(ショート ネーム) | 引数型 | プロパティ | ||
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-name(-n)
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string
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-position(-p)
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float float float
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-orientation(-o)
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float float float
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-active(-act)
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-passive(-pas)
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-layer(-l)
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int
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-collisions(-cl)
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boolean
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-tesselationFactor(-tf)
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int
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-mass(-m)
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float
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-staticFriction(-sf)
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float
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-dynamicFriction(-df)
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float
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-bounciness(-b)
|
float
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-damping(-dp)
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float
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-initialVelocity(-iv)
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float float float
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-initialAngularVelocity(-iav)
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float float float
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-centerOfMass(-com)
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float float float
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-lockCenterOfMass(-lcm)
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boolean
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-cache(-c)
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boolean
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-deleteCache(-dc)
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-particleCollision(-pc)
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boolean
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-standInObject(-sio)
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string
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-impulse(-i)
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float float float
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-impulsePosition(-imp)
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float float float
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-spinImpulse(-si)
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float float float
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-solver(-slv)
|
string
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-ignore(-ig)
|
boolean
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-applyForceAt(-afa)
|
string
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-velocity(-vel)
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-angularVelocity(-av)
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-force(-f)
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-contactCount(-cc)
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-contactPosition(-cp)
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-contactName(-cn)
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// Creates a rigid body with a initial velocity of 10 in the x // direction, a bounciness of 0.5 and a static friction coefficent // of 0.4. // rigidBody -n myRigidBody -active -iv 10 0 0 -b 0.5 -sf 0.4;