Set {my} immovable {0}
Set body immovable.
Set {my} linear damping to {0}
Set linear damping
Set {my} restitution to {0}
Set the restitution (bounciness) of a body.
Set {my} friction to {0}
Set the friction of a body.
Set {my} position offset to {0},{1},{2}
Set position offset of object from body
Set {my} angular damping to {0}
Set angular damping
Set {my} velocity {0}, {1} , {2}
Set velocity to body.
Set {my} body type to {0}
Switch body type at runtime (Dynamic, Fixed, Kinematic).
Move {my} kinematic body to {0}, {1}, {2}
Move a kinematic body to a position. Unlike Translate, this lets Rapier compute velocity for correct collision response with dynamic bodies.
Rotate {my} kinematic body to {0}°, {1}°, {2}°
Rotate a kinematic body. Unlike Rotate, this lets Rapier compute angular velocity for correct collision response with dynamic bodies.
Set {my} angular velocity to {0}, {1}, {2} (rad/s)
Set angular velocity of body (rad/s).
Enable {my} physics {0}
Enable body physics.
Apply {my} impulse {0}, {1} , {2} to relative {3}, {4}, {5}
Apply impulse to body at relative point.
Set {my} mass {0}
Set mass of body.
Set {my} CCD {0}
Set Continuous Collision Detection (CCD) for body.
Set {my} enabled rotations X:{0} Y:{1} Z:{2}
Lock or unlock rotation axes. Set false to prevent rotation on that axis.
Set {my} enabled translations X:{0} Y:{1} Z:{2}
Lock or unlock translation axes. Set false to pin the body on that axis.
Set {my} gravity scale to {0}
Set per-body gravity scale. 1.0 = normal, 0.0 = weightless, 2.0 = double gravity.
Apply {my} angular impulse {0}, {1}, {2}
Apply an instantaneous rotational impulse to a body (one-shot, unlike ApplyTorque which is per-step).
Wake up {my}
Force a sleeping body to wake up and resume physics simulation.
Put {my} to sleep
Force a body to sleep, pausing its physics simulation until woken.
Set {my} collision groups {0}
Set collision groups of body, power of 2, each bit is a group.
Set {my} collision groups membership:{0}, filter:{1}
Set collision groups membership and filter with hex strings.
Set {my} collision filter mask {0}
Set collision filter mask of body.
Apply {my} force {0}, {1} , {2} to relative {3}, {4}, {5}
Apply force to body at relative point.
Apply {my} torque {0}, {1} , {2}
Apply torque to body.
{my} Attach spring {0} to uid {1}, length {2}, stiffness {3}, damping {4}, {5}, {6}, {7}, {8}, {9}, {10}
Attach spring from this body to another body.
Update {my} body from render
Update body from render.
{my} create character controller {0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, {9}, {10}, {11} {12}
Create character controller.
{my} translate to {0}, {1}, {2}
Translate body to x,y,z.
{my} rotate to {0}, {1}, {2}
Rotate body to x,y,z.
{my} Translate character controller to {1}, {2}, {3}, tag {0}
Translate character controller.
Add {my} spherical joint to uid {6} at {0}, {1}, {2} to {3}, {4}, {5}
Add spherical joint between self and target.
Add {my} revolute joint to uid {6} at {0}, {1}, {2} to {3}, {4}, {5} with axis {7}, {8}, {9}
Add revolute joint between self and target.
{my}: Set revolute motor to uid {0} vel {1} force {2}
Drive a revolute joint at a target angular velocity. Set max force to 0 to disable.
{my}: Set revolute limits to uid {0} [{1}°, {2}°] {3}
Set angular limits on a revolute joint.
{my} enable {0} set size override to height {1}, width {2}, depth {3}
Set size override for height, width, and depth.