Set {my} enabled {0}
Enable or disable syncing.
Recreate {my} physics body
Destroy and recreate the Box3D body from current properties and object size.
Set {my} collision shape to {0}, recreate {1}
Set the collider shape used when the Box3D body is recreated.
Set {my} shape radius to {0}, recreate {1}
Set the radius used by rounded/generated shapes.
Set {my} generated hull sides to {0}, recreate {1}
Set the side count for cylinder and cone hull shapes.
Set {my} cone top radius to {0}, recreate {1}
Set the top radius for cone/frustum shapes.
Set {my} friction to {0}
Set the stored friction value and update the live Box3D shape.
Set {my} restitution to {0}
Set the stored restitution value and update the live Box3D shape.
Set {my} collision filter group to {0}
Set the Box3D collision filter category and mask bits for this body.
Set {my} surface tangent velocity to ({0}, {1}, {2})
Set the Construct-space surface tangent velocity for conveyor-belt style contacts.
Set {my} linear dampening to {0}
Set the stored linear dampening value and update the live Box3D body.
Set {my} angular dampening to {0}
Set the stored angular dampening value and update the live Box3D body.
Set {my} rolling resistance to {0}
Set the stored rolling resistance value and update the live Box3D body.
Set {my} gravity factor to {0}
Set the stored gravity factor and update the live Box3D body.
Set {my} bullet mode to {0}
Enable bullet continuous collision mode for this body.
Set {my} continuous collision detection to {0}
Enable or disable per-body continuous collision detection for fast-moving bodies.
Set {my} motion locks: position X {0}, Y {1}, Z {2}, rotation X {3}, Y {4}, Z {5}
Lock selected physics translation and rotation axes while keeping the body Dynamic.
Sync {my} object transform to physics
Copy this object's transform to the Box3D body.
Sync {my} object transform from physics
Copy the Box3D body transform to this object.
Wake {my} body include touching objects {0}
Wake this Box3D body.
Rotate {my} toward position ({0}, {1}, {2}), up {3}, lock vertical {4}, strength {5}, damping {6}, max torque {7}
Apply torque that aims this object's local +Y axis at a Construct X/Y/Z position. Run every tick while it should turn.
Rotate {my} toward rotation X {0} degrees, Y {1} degrees, Z {2} degrees, strength {3}, damping {4}, max torque {5}
Apply torque that turns this body toward Construct X/Y/Z rotation values in degrees. Run every tick while it should turn.
Move {my} physics body toward position ({0}, {1}, {2}), maximum force {3}
Dynamic bodies are pulled toward the Construct X/Y/Z target by a critically damped, force-limited drive. Kinematic bodies still follow the target exactly and ignore maximum force.
Set {my} linear velocity to ({0}, {1}, {2})
Set body linear velocity in physics metres per second.
Apply {my} impulse ({0}, {1}, {2}), wake {3}
Apply a linear impulse at the body's center.
Apply {my} impulse ({0}, {1}, {2}) at physics position ({3}, {4}, {5}), wake {6}
Apply a linear impulse at a world-space physics position, generating rotation when off-center.
Apply {my} angular impulse ({0}, {1}, {2}), wake {3}
Apply an instant rotational impulse around the physics X/Y/Z axes.
Apply {my} torque ({0}, {1}, {2}), wake {3}
Apply torque around the physics X/Y/Z axes.
Initialize Box3D
Load the box3d.js WebAssembly module.
Create world with default gravity
Create a physics world using the behavior default gravity properties.
Create world with gravity ({0}, {1}, {2})
Create a physics world.
Destroy world {0}
Destroy a physics world and its bodies and shapes.
Step world {0} by {1} seconds with {2} sub-steps
Advance the physics simulation.
Step world {0} by {1} seconds
Advance the physics simulation using the default sub-step count.
Cast ray on {my} from ({0},{1},{2}) to ({3},{4},{5})
Cast a ray in physics space and test for a hit. Does not hit the casting body.
Attach {my} shape from object {0}
Attach the shape from the object with the given UID to this body. The other body is destroyed.
Create explosion in world {0} at ({1}, {2}, {3}) radius {4} force {5}
Apply an explosion impulse around a Construct-space position.
Set world {0} gravity to ({1}, {2}, {3})
Set world gravity.
Set Box3D world {0} continuous collision to {1}
Enable or disable continuous collision detection for a world.
Set Box3D world {0} speculative contacts to {1}
Enable or disable speculative contacts for a world.
Set Box3D world {0} maximum linear speed to {1}
Set the maximum linear speed used by the world.