Body objects are an extension of lovr colliders and Node objects.Body objects with a collider that is not kinematic and is free moving will not have their transform behave like a regular Node object. Otherwise, the globalTransform will always behave on the basis of global physics.type string: The class type of the object. This will always be "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(
{
collider_type = myColliderType, [string] -- Optional, defaulted to a collider with no shape applied, If set to "mesh", the mesh information of the model argument will be used
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
dimensions = myScale [vector3] -- Optional, uses the values of the vector instead of the dimensions of the model or the default dimensions.
}
)
collider of the Body is kinematic or not.collider:setKinematic(bool [bool]).
Body:setKinematic(bool [bool])
globalTransform and localTransform information of the Body.localTransform is updated if the collider is kinematic, because this means that Body is behaving relative to physics and not relative to the globalTransform of the parent Node.
Body:update()