Namespace containing physics simulation components, shapes, and constraints for rigid bodies and colliders.
const model = this.pluginSystem.findInterface(Editor.Model.IModel) as Editor.Model.IModel; const scene = model.project.scene; const assetManager = model.project.assetManager; const worldSettings = assetManager.createNativeAsset( 'WorldSettingsAsset', 'MyWorldSettings', new Editor.Model.SourcePath(new Editor.Path(''), Editor.Model.SourceRootDirectory.Assets) ) as Editor.Assets.Physics.WorldSettingsAsset; worldSettings.gravity = new vec3(0, -9.81, 0); const worldObj = scene.createSceneObject('PhysicsWorld'); const worldComp = worldObj.addComponent('WorldComponent') as Editor.Components.Physics.WorldComponent; worldComp.worldSettings = worldSettings; const bodyObj = scene.createSceneObject('PhysicsBody'); const body = bodyObj.addComponent('BodyComponent') as Editor.Components.Physics.BodyComponent; body.dynamic = true; console.log(`WorldSettings gravity: ${worldSettings.gravity}, body dynamic: ${body.dynamic}`); Copy
const model = this.pluginSystem.findInterface(Editor.Model.IModel) as Editor.Model.IModel; const scene = model.project.scene; const assetManager = model.project.assetManager; const worldSettings = assetManager.createNativeAsset( 'WorldSettingsAsset', 'MyWorldSettings', new Editor.Model.SourcePath(new Editor.Path(''), Editor.Model.SourceRootDirectory.Assets) ) as Editor.Assets.Physics.WorldSettingsAsset; worldSettings.gravity = new vec3(0, -9.81, 0); const worldObj = scene.createSceneObject('PhysicsWorld'); const worldComp = worldObj.addComponent('WorldComponent') as Editor.Components.Physics.WorldComponent; worldComp.worldSettings = worldSettings; const bodyObj = scene.createSceneObject('PhysicsBody'); const body = bodyObj.addComponent('BodyComponent') as Editor.Components.Physics.BodyComponent; body.dynamic = true; console.log(`WorldSettings gravity: ${worldSettings.gravity}, body dynamic: ${body.dynamic}`);
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Namespace containing physics simulation components, shapes, and constraints for rigid bodies and colliders.
Example