body objects are an extension of lovr colliders with the added support of a transform object.body objects with a collider that is not kinematic and is free moving will not have their tranform influenced by the parent node object.type string: The class type of the object. This will always be "body".node node object: The parent node of the body.name string: The name of the body.transfom transform object: The final transform of the body.collider lovr collider: The collider of the body.body object is done by passing in a node object and an array.collider_type can either be "box", "capsule", "cylinder", "sphere", or "mesh".radius and/or length is not passed into the array, then LGE will use the width, height and depth dimensions instead.
LGE.Body(
myNode,
{
body_name = myName, [string] -- Optional
transform = myTransform, [transform object] -- Optional
collider_type = myColliderType, [string] -- Optional, defaulted to a collider with no shape applied
model = myModel, [model instance] -- Optional
use_dimensions = myBool, [bool] -- Optional, whether the dimensions of the model argument are used to set the size of the collider
radius = myNumber, [number] -- Optional, this is only used for capsule, cylinder, and sphere collider_types
length = myNumber [number] -- Optional, this is only used for capsule, cylinder, and sphere collider_types
}
)
collider of the body is kinematic or not.collider:setKinematic(bool [bool]).
Body:setKinematic(bool [bool])
transform information of the body.
Body:update()
transform information of the body.
Body:updateTransform()